08-28-2024 10:33 AM
Hi guys,
I am facing a weird problem. After using my app developed wityh unreal 5.0, I get have some mesh turning black. Not all of them, just some random mesh in my level. Everything is completely baked in the map. I don't have code modifying textures or anything.
Does anyone has already experienced this problem?
Any thoughts?
Thx, Cedric
08-28-2024 12:22 PM
Texture streaming/ mip levels? Perhaps Nanite?
08-28-2024 12:25 PM
Thx for your suggestion. I am not using texture streaming, nanite or lumen
08-28-2024 12:28 PM
Not sure on how to check if a mip is the problem but doesn’t seems to happen at a different distance than when it is rendered properly.
In fact it happens after at least 30 minutes, so it may be linked to overheat and gpu/cpu throttling but not sure on how to check this.
08-28-2024 12:32 PM
Not related a viewpoint or anything, like bounds where its trying to unload the object? Just randomly over time? Everything is 100% baked lighting? I've seen that issue with normals, but not randomly. Thats a pretty steady issue. Perhaps try adding an emissive power to material and see if the material completely blacks out. That would separate a material popping out vs a shading issue. Its in both eyes as well? Ive seen some things like that with instanced stereo.
08-29-2024 02:32 AM
Well, I have checked bounds, normals and UV map and everything seems correct. I am not able to reproduce the bug, I have screenshots from my users. Seems like sometimes the objet is loaded black, they go in another room, come back, and the objet is correctly textured (probably because the objet is being culled and reloaded bu not sure).
But I have noticed that those object are not static, they are the only one in the map that are movable because I can activate/deactivate them (but they do not get black when activating / deactivating). Since they are not moved, I could put them stationnary instead (or even static because their shadow are not really important).