In the new update the PC DCD SM5 preset is gone. The PC DCD SM6 preset is grayed out, probably because my PC does not meet that setting.
I am not able to preview my island for PC platforms
Expected Result
There should be an option to preview the island for PC ( SM5) .
Observed Result
No preview for PC available at this point. Also all preview settings for Consoles before gen8 are gone.
Thanks for the image - just to be clear about “Launch Options”: If you go to Library → Click on the 3 dots next to UEFN → Manage, You’ll see a popup with your launch options. (In the past people have needed to force DirectX 11 here to workaround some bugs)
I mention this because launching from that shortcut bar like you pictured would still apply any launch options.
‘Verifying Files’ from that Manage menu is worth a try.
I just tried your suggestion, still the same, no PC SM5 settings. I also have this weird conflicting error message lately when I import a custom made channel packed texture. ( “Wrong sampler type, is linear color, should be color”, or, after changing settings accordingly, “ Is linear color, should be mask” ). Could these 2 different issues be related?
Hi @Astrotronic , it would be fantastic if you could take a look at 2 of my textures. I am having trouble applying the correct settings in the texture sample node. On import the normal map is not recognized as such but instead uefn tells me to set it to linear color. If I don’t , I get error messages and the landscape goes to the default checker material. Strangely, it does work as normal map in the editor, but in game it turns dark, most likely because of the normal map.
The same goes for the Occlusion/ Roughness/Mask texture which I can’t get set to “mask”. It gives alternating errors “set sampler type to color”, and when I do that, “set it to linear color”.
The ORM texture was created in ZBrush and channel packed in Gimp. I made hundreds of textures in the same way, they work great so far.
Sure, first ‘red flag’ is that the normal map texture is not a power of 2. (Probably unrelated to bitdepth/color space errors) - 2nd red flag is that these are .jpgs, I think it’s best practice to work with .pngs
But, I was able to import it and set it up as a normal map as expected. (No errors about changing to linear color on import O_O)
Also no issues with import and masking the other texture.
Everything looks good using that normal map on a Landscape - (Maybe more Landscape material complexity or layer painting setup is required to reproduce?)
I’d experiment with exporting images at different bits in Gimp. (Try exporting BMPs if there are no bit settings for PNGs)
Also, this presentation is information overload, but a good start for grokking this color stuff.
Oh my, how stupid, sorry. I sent the wrong texture, of course I am using the scaled down 1024 square version.
Just in case you are curious and want to see something really weird, here are 2 screenshots from in game, the first from the “first day” right after game start with an almost black sand, and then the same view from the “next day” ( Day and night cycle from daytime manager). Somehow the engine was able to fix the normal texture “over night”.
I swapped it with a Fortnite normal map, and the issue is gone. Fixing my textures remains a challenge however. After some back and forth between the different sampler types I was able to get the ORM texture to work, but today, after blurring the blue channel and reimporting, the same errors again.
I will definitely watch the video, and thanks for the tip to use png instead of jpg.
Thanks for the help with the texture issues. Going to png 16 bit seems to have solved my problem. I also noticed that normal maps are not automatically recognized when their colors are too pale. I mark this thread as solved, even though the original problem with the preview settings remains for the time being and I might post it again if it turns out to become a real problem.
Good support makes all the difference for unexperienced folk like me. Always a pleasure working with you!