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