Technical breakdown of the setup and used features in Stack-O-Bot. I will update this from time to time going through all the systems implemented in the sample project you can download from the Marketplace.
https://dev.epicgames.com/community/learning/talks-and-demos/O4/third-person-sample-stack-o-bot-explained
Great Andreas , really a great job. Thanks for your sharing.
Thanks for the breakdown. I don’t know if this was an issue before UE5.2 preview, but when open the project, it pop out warning to enable SM6 for nanite and virtual shadow, and I did, but it displays weird lines noise in the landscape material , any idea what it can be? Thanks in advanced
Same shadow artifact issue here. I tried updating my graphics drivers and packaging the project. The packaged project has the same issue. I’m using the full release of 5.2. Additionally, I created the project in 5.0 and the issue is not present.
In 5.2 this is my Output log:
LogD3D12RHI: Warning: Waited for PSO creation for 100.000000ms
LogWorld: Warning: UWorld::CleanupWorld called twice or called without InitWorld called first.
LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
MapCheck: Warning: RuntimeVirtualTextureVolume_UAID_A85E45CFE404BEDA00_1545530473 The settings have changed since the streaming texture was last rebuilt. Streaming mips are disabled.
MapCheck: Warning: BPP_Struct_002_C_UAID_A85E45CFE404B8DA00_1570957424 Collision enabled but StaticMesh (SM_SpawnPad_Ring) has no simple or complex collision.
MapCheck: Warning: BPP_Struct_004_C_UAID_A85E45CFE404BADA00_1198655768 Collision enabled but StaticMesh (SM_SpawnPad_Ring) has no simple or complex collision.
MapCheck: Warning: RuntimeVirtualTextureVolume_UAID_A85E45CFE404BEDA00_1250328472 The settings have changed since the streaming texture was last rebuilt. Streaming mips are disabled.
I get the same log in 5.0 when I build all levels, but without the shadow artifacts.
I checked the render settings and there’s some new options about translucent shadowing, but it seems correct to me. that may need a deeper dive. I suspect it’s something to do with virtual textures, but IDK much about them.