I’ll try and keep this as short as possible, I’ve attached some images to help explain my problem (sorry for their hugeness, can’t seem to hide them):
- My static meshes flicker, going from invisible to visible (or so it seems) multiple times per second (visible: Columns_fullview.png; invisible: Columns_fullview_flicker.png).
These are meshes I made in Maya (Polygon Cilinders with 4 sides, 500 units high, radius of 17.5 units), imported into Unreal Editor as FBX files (v. 2014). I made 2 uv’s, 1 for texturing (Column_texture_UV.png) and 1 for lighting (Column_lightmap_UV.png). These are far from perfect, I only made it to demonstrate the problem with the simplest of objects.
- This is the standard FP view project template (no blueprints) with some columns & BSP’s in front of it. Lightmap coordination index set to 1, lightmap resolution settings changed between 64,128 & 512.
When I view them from the back (Columns_fullview.png) everythings fine. When I view them from the front, partially covered by the BSP’s, they start flickering like mad.
I’ve tried stretching my UV’s & rearranging them, but to no avail. When I make shorter columns (100 units high) & stack them (do not want this, just did it to try & isolate the problem) they seem to stay visible all the time.
Seems like a real beginners (which I am) error but I cannot seem to find the cause.
TL;DR: static meshes flicker like this guys skeletal meshes: Skeletal Mesh Flickering - Debugging, Optimization, & Profiling - Unreal Engine Forums (he included a video)