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victor.ayala.96742's avatar
victor.ayala.96742
Honored Guest
3 years ago
Solved

UE5.1 landscape material doesn't work.

I've been troubleshooting this for a little bit, so I'm now trying the simplest build, and I still get wrong landscapes. I create a new 'VR Template' game. I'm set up for internal installation of Oc...
  • FuzzkingCool's avatar
    3 years ago

    Hi. There are several issues at play here... 
    - The most likely issue is shader compilation errors. You can only use 3 texture samplers in a landscape material on the Android Vulkan Mobile ES_3.1 platform/renderer. This includes any texture samplers used in material functions. A work around is to make an atlased texture of all your tileable textures, and then use flip-book like logic to offset as needed to the texture you want in a particular part of shader. As well, you can even use a VirtualTexture for this atlas if you have the correct render settings and texture sampler setup. I can confirm this works on Quest 2. 
    - It's also possible that there are issues with the texture streaming budget or settings. The landscape material may be mipping the texture incorrectly for it's LOD settings. 

    I suggest you install the mali offline compiler and configure it for Unreal so you can get platform errors/warnings in the material editor specific to the Quests GPU and Android Vulkan ES_3.1 platform. 

    As well, please be aware that as of the time of writing this reply, Unreal 5.x no longer has Software Occlusion culling, which means basically you'll likely never reach 72fps publishing from Unreal 5.x. Hopefully Meta or Epic can offer a solution to this soon. Last stable and reccomended version of Unreal is the Oculus-VR/UnrealEgine source build @4.27