Two Possible Bugs. Terrain And Tod

Discussion in 'PC Editor Discussion' started by bremen, Sep 28, 2023.

  1. bremen

    bremen Active Member

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    These could be two bugs since I can reproduce them over and over.

    1) The terrain generated from HGT has wrong coordinates if it is generated using 4*4 tiles and "superspeed" camera to start the generation on the edge of the previous generation.
    The result is that some tiles are correct and some are generated over the previous terrain or shifted on Z.
    Deleting them is possibile but then they cannot be "regenerated" and holes remains in the terrain.
    Saving and reopening the route, at this point, deletes most of the terrain even thou the tiles are still there.

    2) Add TOD4 on the start tile and everything is fine.
    If I move around, at "superspeed", to a new location to generate the terrain, the TOD entry on the right list is deleted. So I have to reimport the BP in the new location. It happens, on average, every 15Km of new terrain.
     
  2. bremen

    bremen Active Member

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    Update: if a tile has the wrong x,y,z can be cancelled from the editor but it will remain on the HD. That it will prevent to be rebuilt.
     
  3. cActUsjUiCe

    cActUsjUiCe Developer

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    I am having the same issue with landscape generation. A lot of the time I can't get it to generate at all, leaving gaping holes.
     
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  4. Maik Goltz

    Maik Goltz Well-Known Member

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    1: Since day one. It's part of the process i would say. Learn how to prevent it. Don't create to much tiles at once. Watch the streaming is working correctly.

    2: You need to place it on the persistent level not on a tile level. The tiles get streamed out at some distance.
     
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  5. bremen

    bremen Active Member

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    1) Yes I agree. Now I'm doing 3*3 which is "near" error free (for the moment only 3 tiles were wrong). Now I know what to delete from HD so I fixed them.

    2) When I start the level, TOD4 is on the starting "square" but, sometime is cancelled from the list even when is there.
    About this point I haven't checked what can causes it.
     
  6. Maik Goltz

    Maik Goltz Well-Known Member

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    What is also wrong. It needs to sit on the persistent level that is all over. Bottom right in the viewport there is the actual level displayed you place actors in. If its not saying "Persistent Level" then you place your ToD in the wrong place. Klick it in the outliner, select move to and chose the persistent level and it should work then.
     
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  7. bremen

    bremen Active Member

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    Thank you. I'll do that :). So many options in UE4.
     

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