(UE5.4.1) How to fix this? -> /Script/Engine.EMobileLocalLightSetting' was set from a string. Please update the cvar in your ini files

I have this message in my log

LogClass: Warning: ConsoleVariable-Backed Enum Property of type '/Script/Engine.EMobileLocalLightSetting' was set from a string. Please update the cvar in your ini files.

I searched in my .ini files and i do not found it.
And in any case i don’t know how to fix it.

What should I do?
Thank you so much!!

Other way around :slight_smile: You’re setting it with a console command and you need to put it in your ini files.

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Hi @ClockworkOcean
It must be a configuration inherited from previous versions of the engine.
I don’t remember setting that variable before.
In fact my game is not for mobile devices.

Ok… Should I do it like this?

1

Thank you!!

Take it out if you’re not using mobiles :slight_smile:

OK…
But, the warrning will still appear in the log…
How not to see it anymore? :slight_smile:

Something… is calling it from a console node ( or the CPP equivalent ).

It probably means you’ve incorporated something that’s doing it. A plugin, or asset etc.

I don’t think it does any harm, but it’s being ignored.

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I think I don’t have any plugin for mobile… Not even for lights either…

			"Core", 
			"CoreUObject", 
			"Engine", 
			"InputCore", 
			"UnrealEd",					
			"UMG", 
			"EnhancedInput",				
			"NavigationSystem",
			"Niagara",
			"AIModule", 				
			"DeveloperSettings",				
			"GameFeatures",				
			"GameplayAbilities", 
			"GameplayTags", 
			"GameplayTasks",				
			"ModularGameplay",				
			"CoreOnline",
			"OnlineBase",
			"OnlineSubsystem", 
			"OnlineSubsystemUtils",				
			"OnlineServicesCommon",
			"OnlineServicesInterface",					
			"RenderCore",
			"PreLoadScreen"	

Ok… I’ll ignore it. There is no other option.

Thanks for the help @ClockworkOcean :heart:

2 Likes

when i move a camera cut on the sequencer, the previous camera cut extends itself to fill the gap, i want to disable this behaviour as it caused me a lot of problems, and i’ve lost some camera cuts :frowning: Please someone help me?

Hi @Jack4SeN
Welcome to the forum!!

Be patient.
Surely someone will help you. Normally someone answers within 24 hours.

Unfortunately I have not idea about cinematics yet.

If you tried and found a fix please tell me, no one answers my topic

I’m sorry… I read your post and it’s like reading Chinese… I mean, I have no idea what you’re talking about. But it’s because I’ve never worked with that. Wait until someone who knows about it answers your post… meanwhile try to look for the solution in other places too. As in the documentation examples. Or on YouTube. You can also find good blogs on Google.

https://dev.epicgames.com/documentation/en-us/unreal-engine

https://www.google.com/search?q=cinematics+unreal+engine+5&rlz=1C1FKPE_enES1110ES1110&oq=cinematics+unreal&gs_lcrp=EgZjaHJvbWUqBwgAEAAYgAQyBwgAEAAYgAQyBggBEEUYOTIKCAIQABgPGBYYHjIICAMQABgWGB4yBggEEEUYPDIGCAUQRRg80gEJOTk0N2owajE1qAIIsAIB&sourceid=chrome&ie=UTF-8

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I mean, if there’s no response from anyone yet, why don’t I write a comment? It may help as my time is not guaranteed, the deadline is approaching and I’m constantly losing time… and there’s no response or interest in my topic, even i’ve googled a lot, nothing yet. Therefore, I assumed that even if you didn’t deal with the Sequencer, the time will come and you’ll have to deal with it. Perhaps then you will discover the solution? you can simply tell me then. My problem is that in the sequencer, when you add shots using Cinematic Camera actors, if we assume that there is Camera 1 and Camera 2, and you move Camera 1 to the right. Isn’t Camera 2 supposed to stay in place? My problem is that it fills in the blanks by itself and extends in the timeline. Simple. Sorry for interrupting your topic anyway…

Sometimes you don’t get a solution to your problem. Like my post. I couldn’t remove my warning.

Yes, I think so. You will find an alternative solution. I’m sure.

This is the part where I’m lost. I never used two cameras.
But I think you’re right. If you only move one camera the other should not move.
Are the cameras attached to an actor?
If you move the actor, the two cameras move too (because they have relative positions)
Use world positions instead.

I don’t understand this part…What are blanks?

This was my first time moving a camera with a timeline… I did whatever… But it only moves one camera.

I hope it helps you on something…
Best Regards!!

You are welcome

Other way around :slight_smile: You’re setting it with a console command and you need to put it in your ini files.

Hi @ClockworkOcean
I propose adding a selector item (it is a Bot) in the flag section.
The other options are not appropriate and are a pain to complete.

Or you can give to veteran users administrative permissions to delete bot comments from our own posts. I think that would be the easiest and most practical. Also it would avoid puzzles. :rofl:

Kind regards!!

1 Like

I totally agree, but have no control over this! :slight_smile:

Why do we have to login to report spam when we’re already logged in, right?

I really hate the bot that just copies your last post, I mean, what is the point of that? Why would someone go to the trouble?..

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That’s right!!
It seems that it is deliberately made to discourage reporting.

When you hate someone you would do anything to cause some kind of harm.

Maybe it’s an idea from the CEO of Unity :rofl: :rofl:

He should know that we love Unreal… even with bots!! :heart:

1 Like

[/Script/Engine.RendererSettings]
r.Mobile.Forward.EnableLocalLights=False

Just change to integer, like this
r.Mobile.Forward.EnableLocalLights=0

1 Like

Thank you so much @Qrlik