| Post AuNgvttlkzqfHmmnVQ by [email protected] | |
| More posts by [email protected] | |
| Post #AuNgsrTMJv14tQz3Eu by [email protected] | |
| 0 likes, 0 repeats | |
| Uuuugh UE 5.5's "last render time" record for skeletal meshes see… | |
| Post #AuNgsraRtYghFQIiI4 by [email protected] | |
| 0 likes, 0 repeats | |
| I'm calling bullshit. -1000 means "no time". If I go a little clo… | |
| Post #AuNgsribPFD3ei7E00 by [email protected] | |
| 0 likes, 0 repeats | |
| I checked the bounds as well, they're basically that circle | |
| Post #AuNgsrpgyssg0hQt3A by [email protected] | |
| 0 likes, 0 repeats | |
| Ok if I get slightly closer and pitch the camera up/down, the LastRenderTime st… | |
| Post #AuNgsrx8XCpsNmupea by [email protected] | |
| 0 likes, 0 repeats | |
| Nope, there's no LODs anywhere in this skeletal mesh. This is the distance … | |
| Post #AuNgss5I2tMEn4jLMW by [email protected] | |
| 0 likes, 0 repeats | |
| This kind of shit is why I've been considering freezing my UE version. But … | |
| Post #AuNgssE9VwRlEYsQAy by [email protected] | |
| 0 likes, 0 repeats | |
| Well feck me I'd noticed it kind of lined up with my overhead light, but I … | |
| Post #AuNgssNMxforh9BmXg by [email protected] | |
| 0 likes, 0 repeats | |
| If I can't find a setting about this, one workaround is to drop a direction… | |
| Post #AuNgssVWTMLE6R0IFc by [email protected] | |
| 0 likes, 0 repeats | |
| I’m guessing no-one at Epic was testing scenes without a directional light *s… | |
| Post #AuNgssdK0Ma0UceWPI by [email protected] | |
| 0 likes, 0 repeats | |
| I've submitted a bug report for UE 5.5's "skeletal meshes don'… | |
| Post #AuNgsslTW36MtuT27E by [email protected] | |
| 0 likes, 0 repeats | |
| Well, what a pain in the arse. The "dim directional light" workaround… | |
| Post #AuNgsstH33L9I67GGu by [email protected] | |
| 0 likes, 0 repeats | |
| This isn't just a problem with skeletal animation, anything which relies on… | |
| Post #AuNgst14a3ZvgHlUQa by [email protected] | |
| 0 likes, 0 repeats | |
| I'm starting to seriously lose faith in the stability of UE over time. Not … | |
| Post #AuNgst8W8NX83NFR20 by [email protected] | |
| 0 likes, 0 repeats | |
| My workaround is to make skeletal meshes tick always, and use the rate optimise… | |
| Post #AuNgstGJfNluRYtfBg by [email protected] | |
| 0 likes, 0 repeats | |
| AHA I was digging into the renderer code some more and I noticed the places whe… | |
| Post #AuNgstNlDhj6oeNbn6 by [email protected] | |
| 0 likes, 0 repeats | |
| When occlusion culling is turned off, the objects in the camera frustum aren… | |
| Post #AuNgstVYkhxtCq1pwm by [email protected] | |
| 0 likes, 0 repeats | |
| The shadow pass doesn't require this hence why shadow casting lights trigge… | |
| Post #AuNgstdiGOUFc7qLei by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad I guess a nice benefit of having source access. (Even if there’s a *l… | |
| Post #AuNgstmvi7rM4i9i1Q by [email protected] | |
| 0 likes, 0 repeats | |
| @slembcke Yeah, I treasure the fact that I *can* get to the bottom of things gi… | |
| Post #AuNgvttlkzqfHmmnVQ by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad After hitting a bunch of things where I searched forums only to find �… | |
| Post #AuNgvukEbvoduVKhHc by [email protected] | |
| 0 likes, 0 repeats | |
| @psychicparrot42 @sinbad Yeah this was sadly my experience when using a few yea… | |
| Post #AuNgvuqGFWdWDC9Vg0 by [email protected] | |
| 0 likes, 0 repeats | |
| @johnaustin @psychicparrot42 TBF I’d still rather that than not have the sour… | |
| Post #AuNgwHZ1llW8gPGZVY by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad @johnaustin Oh god yeah- after years having to work out workarounds to … | |
| Post #AuNgxM7MKACB5zpvBQ by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad I thought I was going crazy, tried to use the LastRenderTime for a pote… | |
| Post #AuNgxMDNxl13OgejZo by [email protected] | |
| 0 likes, 0 repeats | |
| @LarsThiessen I'd bet a tenner on that being the same bug | |
| Post #AuNgyF9jh1mDnIN61Y by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad I wonder if someone confused the shadow frustum render tests with the s… | |
| Post #AuNgyFIFBOaADgLtHk by [email protected] | |
| 0 likes, 0 repeats | |
| @dougbinks The camera frustum checks are still working, once something is insid… | |
| Post #AuNh0rMmbATEsfinqq by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad Absolutely cursed.This was a while back but as I recall you could set &… | |
| Post #AuNh0rTsAo8rEf2Su0 by [email protected] | |
| 0 likes, 0 repeats | |
| @justdaveisfine I tried that, when combined with “always update” it does ma… | |
| Post #AuNh0rcNfAwnf31GAC by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad It honestly appears I did those settings on the skeletal mesh as well a… | |
| Post #AuNh0rilHS3Fyq0M6q by [email protected] | |
| 0 likes, 0 repeats | |
| @justdaveisfine I’m probably just going to put a very low directional light o… | |
| Post #AuNh21PmixeYKpgDWi by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad I swear I ran into this issue or maybe something similar.I had a charac… | |
| Post #AuNh21XEHHbkhvAA88 by [email protected] | |
| 0 likes, 0 repeats | |
| @sinbad Far, far funkier was a bug I got stuck on in ~4.17.0 where animations s… | |
| Post #AuNh21dbtYiD1i9G4m by [email protected] | |
| 0 likes, 0 repeats | |
| @justdaveisfine fuck me it was that |