Those textures came from the Starter Pack and they are only 2k in size, but there is a catch with the T_Concrete_Grime_D texture which in the starter pack is set to use LOD1 as default, resulting in just 1k, so that might be the contribution to the pixelation. Edit the texture inside UE4 editor and set the field LOD Bias = 0 (it should be with 1 as seen in UE4.21.2). Overall, the pixelation is probably because you will need a higher resolution texture, which can be fixed if you break the middle tile used as terrain (the one you made with Blender) in smaller pieces and use world position to align them (inside the material), so the final result will be better and a higher resolution texture will not tax your device too much.
@Antidamage , I am trying your suggestion now. If that doesn’t work, I will Have a look and try to implement what you have suggested @NilsonLima .
I think it’s what NilsonLima suggested. Try using your own textures.
Hi @Antidamage, @NilsonLima I have made a bit of progress, but I have not built for iOS again yet. I would just like to run something by you.
I have chopped the center plane into 25 pieces, each 50m X 50m. I researched a bit and saw how to implement the World Position node in the material. Having done that, I have built lighting and it is looking ok, except for these weird artefacts that appear and disappear as I get closer. It seems to have something to do with LOD in some way because they are visisble from further away but disappear when I move closer.
Here is the node setup for the material…
I got this setup from the Unreal documentation.
I will upload a few screenshots in a moment. The ones I took were too big…
Here you can see the lines and then how they disappear as I get close enough…
That’s clearly a terrain. Why aren’t you using a landscape? It’s designed for this sort of thing and solves all of the issues you’ve already encountered and will encounter further down the track.
The lines are where your mipmap level changes and it’s due to your tiling factor being too small at that distance. There’s a fix for this but it’s complicated.
In short though: use the same texture two or three times but at different scales and average them together. You’ll get a result that looks better both when distant and close. So set up the same texture in three different samplers, at different magnitudes.
Hi - i’m going to slightly piggyback off this! I’ve been asked to make a build of my game for iPad - this was all fine once i’d made all my materials unlit etc. I can get it to install to my phone and ipad using the normal provisioning / certificates etc. But I want to be able to use testflight, which - i believe - requires using a distribution provision. This, I just can’t get to build - whatever I do it comes up with :
Code Signing Error: Provisioning profile “TowerDistribution” doesn’t match the entitlements file’s value for the get-task-allow entitlement.
Has anyone seen this or know what I need to do?
My PC app is blueprint only with most official plugins disabled, and no unnoficial ones.
I’m building on my mac laptop - Like I said, I can make a normal dev shipping build using dev provisioning, but (CORRECT ME IF I’M WRONG!), I think I need the distribution provision to use testflight. I can’t build with the distribution provision as the aforementioned signing error comes up.
I’ve tried making an xcode version but I just can’t understand how you get it to make an ios build - it always seems to just run up the editor.
Thanks (@Antidamage - you seem to know your stuff here?)
Dan.
You need to select ‘Shipping’ and ‘For Distribution’ in the packaging tab of project settings.
Yes you need to make a distribution certificate AND a distribution provisioning profile. They both change when you build for Testflight.
Jump on the website and make them, then go to XCode account prefs and click “download manual profiles” to acquire them. Then reload UE and start using them. Make sure you name them something obvious like “Testflight Provision” and “Testflight Cert”.
Please tell me why you made all of your materials unlit…
Framerate went from a shakey 25-35, sometimes dropping hitching below 20, to a solid 60fps (where it’s capped) with no drop below. Mine’s a physics based game so it’s way better at a solid 60fps, and also, my camera contol system and object pulling uses some delta tick stuff for smoothing which hates spikes. Also my iPad’s battery lasts way longer running unlit.
Still struggling with distribution provisioning. It seems no matter what I do there are problems with signing. I’m just looking at some re-signing tools so I can change the provisioning and cert from Dev to Dist once it’s built.
Just as an aside the entire point of the tick delta property is to get consistent behaviour over different frame rates. Set up a coefficient of force, inertia or smoothing and then multiply it by the tick delta, then adjust your coefficient again to get the result you wanted.
If you’re using AddImpulse however this already takes the tick delta into account and you don’t want to double up on that.
Thanks - the objects you move sort of slide as you drag your finger. There’s no physics between your finger and the object - the object imparts movement to other objects in the scene. There’s just an interp to BP on the slid object. This is so you can massively jerk the object. I’ve noticed a massive jerk can happen if there’s a framerate hitch though.
This is the same with my camera manager which orbits the scene with a finger drag.
Anyway - it works quite well at the moment. My main problem is with testflight now. I think i’ve managed to re-sign the ipk file (it uploaded to App Store Connect anyway). Now I just have to jump through a million hoops which I didn’t expect when someone told me that testflight was easy! I’m just writing a Privacy Policy which I have to host somewhere apparently.
Also! My original project name had an underscore character in, which was another fail with the app store connect uploader.
TestFlight is trivial as long as you’re building on a Mac. iOS in general is pretty much terrible beyond the blueprint development stage if you’re using Windows.
I think I may have found out the problem, and it’s a real face-palm. For some reason I was sure I needed to use an ad-hoc distribution profile, which UE won’t build with - it kept coming up with errors like ‘can’t sign’ etc. I jumped though massive hoops including resigning ipa’s - and just a few moments ago got an email from apple saying - ‘hey, you should be using an app store distribution profile - don’t use an ad-hoc one’. I feel pretty stupid now! I’m not going to celebrate yet though - i’m sure there are a ton of other irritations to get through. - Do you know if you need the Privacy Policy URL if you’re just testing?
Dan
Yes, you need the privacy policy URL. They consider going on to Testflight to be step 1 in releasing.
Just use this: https://www.gdprprivacynotice.com/
Hi guys… This discussion is getting quite interesting and a bit over my head… Haha…
I think I have found what is causing the terrible FPS that I have experienced.
Precomputed visibility…
It does not work at all in the project that I take from my PC over to my mac for building. This is even though it is all set up correctly and working perfectly on my pc.
I am now building AGAIN on the mac to make sure and then I will test again.
YUP!
Precomputed visibility IS NOT WORKING… any idea why that would be? I just built lighting again.
I then started play in a new editor window and ran the console command FreezeRendering.
In game I walked over to where I know nothing should be rendered but there they all were… Objects that are completely occluded when the level starts… all rendered…
Hi @Antidamage . I have now confirmed it.
I uninstalled Unreal from my mac, then reinstalled it.
I brought the test project over from my pc again and built the lighting on the mac.
Once the precomputed visibility actually worked on mac but after I had built it for iOS and installed it on my iPhone 6 it once again didn`t work.
Is this something wrong with the engine or am I missing some setting that needs to be enabled when one builds on mac?
I have been unable to find any reference to any problem like this with my wording in searches.
I also did a test with a new, clean, first person starter map in a clean unreal project that I started directly on my mac. In the project on the mac precomputed visibility doesn’t work from the start. And also not in the packaged build that I installed on my iPhone 6.
BTW, is there any way to change the title of this discussion?