Reference ID
caf3b1b4-4be6-f2a7-615e-9fb1cdcea679
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
World Building
Summary
Searching for someone with knowledge of the dreaded Landscape “Checker pattern landscape missing material issue” or the material not working on the landscape showing a blank mesh with no material.
Have 13 texture samples total. No errors in the Platform stats or output log. I launch a session on mobile, Landscape material Only shows on 50% of the landscape, but is missing on the center of the entire island. Very strange for mobile.
PC (Have Previewed Android OpenGl and Vulkan, and looks perfect)
Mobile Does not look so good
Uploading: Screenshot_20240319_172332_Fortnite.jpg…
My material setup:
My textures are 256x256
No DirectX Mobile Errors
All textures set to “shared Wrap”
All Shaders equate to 13/16 as to which 16 being the the limit.
All textures 256x256
Hint: Only Chunks of the landscape are missing portions of the material half way diagonally intersecting the proxies of the landscape sections.
If this were a memory issue, the entire landscape would have no material.
If this was a shared wrap issue the issue of chunks of landscape proxies with no materials would be fixed.
Can somebody pitch in here on how to fix this?
Steps to Reproduce
- Update Fortnite, test Sessions on all consoles. PC, Ps4, Nintento Switch, Mobile
- Noticed Half the landscape is missing materials.
- Double Checked landscape material. (Mobile Vs"Vertext"(3) Ps"Pixel"(16) Samplers 15 / 16.
- The Mobile LIMIT for samplers is 16 = 13 user textures, because 2 are used lightmap cooefficients, and one is used for the Specular cubemap. So 15 out of 16, minus 3, Matches the amount of 12 Texture samples in my landscape material.
- I am within budget, as well as my texture samples being set to “Shared Wrap” which shows this is not a memory issue.
- The material is correctly setup.
- I opened my project and all of the sudden the UV empty mesh shows around major portions of the landscape, and when i save the project, the patches and chunks move to a different area. I deleted the material and created another with the same setup. This fixed the Editor, but now the launch session Fortnite Client is experiencing the missing material on the landscape.
- I have been tweaking the mobile settings, such as forcing float precision mode for example, with no luck.
- Launching sessions on other platforms work fine, only mobile is experiencing this and it is some sort of bug as prior to the update the material was functioning great on the landscape.
- I am not using paint layers nor am I using weighted or fill layers. I am using shared wrap on texture samples.
Expected Result
Material on landscape should show on entire landscape and not have the UV blank mesh missing materials in sections between the mid areas of landscape proxies
Observed Result
Chunks and mid sections of landscape proxies are missing materials
Platform(s)
windows PC, Ps4, Nintento Switch, Mobile
Island Code
7385-3224-0691
Additional Notes
I have tried everything i can think of here and built some average material using lerps.
Lumen exposure manager not functioning as well after update. (in the launcher, in edit mode, the light on landscape is as expected with exposure manager. Not when i start game, the lumen exposure manager is dark, the shadows on landscape are 100% black, the patches in the landscape are checker pattern UV tile empty Mesh.)
The editor day seq device is bugging out, the lumen expos manager plugged into scalability manager device, set to LOW only for mobile, but in the editor on SM5 settings ESS high, im getting extremely bugged lights now, bright yellow, orange tinted as if the skylight is at 100% cranked to orange or yellow. I am going to stop working on my project until the next update.
My question is when can this be looked into at least get the mobile textures to allow 13 / 16 samplers because that is what the limit claims to be, however it is obvious there is suddenly a bug after the most recent update which broke my mobile game. Nobody will want to play this. My pitch was that I optimized this HUGE 10 month project for mobile! that was the benefit to my game. please look into this.