Use instanced static meshes in conjunction with material instances (the material needs to contain parameters for each modifiable property in its material graph workup). Each cube is 1 meter on every side. That’s rather big for that kind of game, and for a mobile game of that kind too. Try 10 units, so 1/10th of a meter, or 10 cm (a decimeter). Or halve it, so it’s 50 units / cube. I wouldn’t advise using scaling to modify the view size of objects currently. You need a base measure from which to build because it’s easier for calculations and correction. You probably didn’t have the right settings for the material that render correctly with the lighting setup used. Forget about where the camera is for now, as it’s merely a distraction from getting the meshes and their materials set in place and functioning in the lighting. The levels are using static lighting, so the lighting data getting baked in is remaining there, whether you change the camera setup or not. Don’t try procedural generation, as you’re inquiring about, as it’s limited to a number of caveats and lighting methods are more restrictive in terms of setup / functionality.
Modeling in Blender isn’t a bad idea, but it can introduce things you need to adjust for when importing to Unreal Engine. So, if going that route, research a bit for the particular models being made in Blender and how to properly export then import to Unreal. I could help with that a bit, probably, because I use Blender. But I’m not an expert in it, so I advise not relying on my suggestions or proposed solutions as a final answer.
The main objective should be to build one level and get that to function correctly in terms of lighting, structure, and materials. Try not to be concerned with physics and collision yet since if the other things aren’t working, then collision and physics is simply going to distract and present more problems to solve, and the project then becomes overwhelming and disparaging. Learn how to use Unreal to build with meshes, apply materials, and get proper lighting that you are satisfied about.
I restarted a project from the beginning, I created a mesh on blender to have an equivalent 1/10 of what I had. Then I created a base material and created several instances as you advised me. I then created an actor and made a loop to instantiate the different blocks in the constructor script. I didn’t touch the light settings to have the most basic as possible, I just changed the light map resolution of the cube to 32 so I don’t have the alert message anymore.
The size of a level is now 190x100
As you can see, the problem is still present (even on the editor but not as strong) :
Yeah, upload the project. I’ve encountered this kind of shadowing problem(s) before in my scenes, and it varies as to how to fix it. One thing to ensure is the Project Settings are correct for what is in the scene, and the quality level is either High or Production. Preview and Medium tend to result in these types of shadowing problems being more pronounced. Another is mesh distance fields, and the settings for DFAO and DF Shadowing (or DFS in short). I’ve simply encountered it in several different cases of using meshes, none of which were instanced from a blueprint either. So, I think there’s a common theme / thread of error among them all.
You’ve to load the level 1 in “Maps”, I forgot to change the default map
I don’t touch to the project settings but the material quality level is on high, I tried with quality level on Production and the problem is still there. If I well understood, I don’t generate a mesh distance field and I don’t use ambient occlusion either.
I finally managed to solve this problem. I had to disable “Texture Streaming” in the Project Settings/Engine/Rendering/Textures.
I have no idea what caused this problem but it seems to be solved, maybe someone could figure out what happened?
Anyway thank you very much for your help and the tips you gave me!
Sorry, I was unable to start 4.25.1. It claims the prerequisites failed to load, lol. I need to see how to fix that. I tried opening it in 4.24.3, but it didn’t open due to it being a previous version. So that’s cool it worked to disable texture streaming. It worked for me too with another issue I was having, perhaps a similar one, I don’t remember. I should keep a log of these fixes to reference later.