Wierd white glitches. Unreal 4.3.2

I’m getting strange large white glitches when looking around or strafing in the editor both during game play and editing. rtx 4080 super, and it happens even when playing in a small panel (so I don’t think it’s a performance issue). Tried disabling lumen for gi and reflections, but made no difference. Also tried turning engine scalability to medium rather than the epic setting which was chosen by the auto button. Made no difference either. Getting 119 fps in the editor.

that’s the occlusions system removing hidden surfaces. unfortunately it’s not fast or precise enough to restore them at times.

Thanks. What’s the best workaround? Will it also affect packaged games?

You’re a legend sir. Turning off occlusion culling in the project settings resolved! Not great for performance though…

yes. disabling it fixes it at the performance cost. overdraw penalty.

i’m not aware of a easy and practical workaround unfortunately. no console commands to control it. you can prevent most of it using a background or sky texture that has a similar color to the material in the scene. so… it is less noticable.

and yes. even AAA games ship with those artefacts. jedi survivor being one of those games i played that has those present sometimes.

Brilliant, thanks for your help, I’ll give those suggestions a try, because with that option turned off, Unreal has crashed twice in the last minute, even though there is no more level behind those walls.

It’s weird though, because there is already a box surrounding the level, and the box material is black and has two sided enabled in the shader options…ahhh, I have it set to hidden in game with hidden shadow enabled so it only casts shadows.

No making it visible in game didn’t fix. Perhaps two sided materials don’t work in that case…

i don’t have a map that exposes those artefacts, but the default engine sky dome uses a material that has the “is sky” flag enabled. if you don’t have any athmosphere or bright fog in the level it should render basicly black. perfect for your dark scene.

in a bright scene you probably should have a skydome with a dark lower hemisphere and some sort of gradient creeping up on the horizon. fog interaction will mess this up anyway tho. it’s a weird thing to fix, for sure.

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Yeah it’s a nightmare. I have a courtyard area, so I do have a skydome. I’ll keep experimenting. Thanks again :+1:

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