FOLLOWUP :
Ugh… i feel like someone making journal entries about their process making an indie game. I was swept away by my core game being error free without going into the other levels, blue_Persist, and Red_Persist etc…
So I triggered their load-up, and again was hit with the wall of bad shadows. Bad shadows in my experience is NOT just about errors. It is about impacting the game play time, but worse it results in objects flickering on and off. The only way i can get things to snap back on is to jump. I’m not sure why, but it’s unplayable as such.
I am testing to make sure I don’t have lights, making shadows overlapping various layers. This may result in me removing all lights at some point except my sunlight just to get past this error (or at least get it off the list).
I am following the wisdom of Tim Hobson, who talked about rendering shadows with separate streamed levels. I have done the following as prescribed, but this is still a SERIOUS problem holding me up once again moving forward.
i really wish i could talk to a team developing and using the World Composition, there must be others running into this. This can’t be so difficult that it gets broken by one rogue team member doing something wrong.
------- Snippet from the thread with Tim Hobson ------------
In order to do this, you will need to have 4 levels using your example.
Persistent Level: Do not put anything in here that you don’t want to be visible or baked in any other sub-levels
Level 1: Meshes and Light Red
Level 2: Meshes and Light Green
Level 3: Meshes and Light Blue