What happened with textures and rendering in 4.9?

Hi Cedric -

Can you make a copy of your project and remove all content from the copy and then send me the zipped project folders (Config, Content (which should be empty-ish), Intermediate, Saved, Derived Data Cache), I am thinking there is a setting in the project which is causing this, but I need to see the actual project and config files? Also, please include the console variables.ini if you have set anything in that file as well.

This may be too large to attach here so feel free to link to an alternative download source.

Thank You

Eric Ketchum

Hey Eric,

This is pretty much chat i did for at the begining of this ticket (see hereabove), you might want to have a look at the test project i sent him.

The following link is still ok:

http://yagame.fr/wp-content/uploads/YagCurrentVersion/TestLogan.zip

I redownloaded it as a test and it still reproduces the problem on my computer.

When opening it, you’ll get a warning due to content deletion, that you can ignore, then, go to Content\ThreeDCharacters\UE4Human\UE4Mannequin and open the UE4 mannequin skeletal mesh.

Let me know if this is enough for you to check your idea or if you want me to regenerate a new copy containing any particular file that would be missing in this one.

Thanks

Cedric

Hi uced -

Are you using Substance plugin on your editor?

Thank You

Eric Ketchum

Hey Eric,

Yes, but none of the skeletal meshes i use are dressed with any substance textures.

I am using the substance textures only on procedural objects composed of instanced static meshes (cubes).

Cedric

Hey Eric,

I ran a quick test:

  • deleted the substance directory (in the plugin directory)

  • in visual studio: cleaned the solution and made a full rebuild

  • emptied the ue4 cache directory (appdata/local/unrealengine)

No change, the shader pb is still there.

I don’t know if this test is enough to declare the plugin innocent but this result might help you.

Cedric

Hi Cedric -

In the DefaultEngine.ini for your project, change the r.AllowStaticLighting to True. Close and reopen your project and Persona should now render correctly for you. After you have done your recording in Persona, you can return the variable into place (if needed or wanted).

Thank You

Eric Ketchum

Nicely done !

Thank you very much Eric.

Cedric

Hi Eric,

I’m afraid this is not over.

Since i modified r.AllowStaticLighting the editor permanently eats between 40% and 100% of cpu.

I tried to set it back to False, deleted the whole cache again, cleaned the solution and made a full rebuilt, but whatever i do, the editor now remains super laggy and unusable.

Any idea ?

Thanks

Cedric

Hi Cedric -

First, this is an issue and I neglected to mention this earlier but I did enter a bug report as UE-21369. To your lagging issue, make sure that you have cleared both the Intermediate, Saved, Derived Data Cache in both the project folder and the Engine Folder.

I would expect turning on static lighting with all dynamic lighting in your project (which would have been required if you originally had the FALSE variable set) to consume some CPU cycles. However, you should not have needed to re-compile your entire project to correct that console variable set in DefaultEngine.ini, those ini files are read at Editor Start each time and do not need to be compiled. So, I would double check your compile and project source to ensure that nothing is noted as a warning.

If after my suggestions above you are still getting laggy behavior, please post a new bug report as it is most likely a separate issue.

Thank You

Eric Ketchum