I have 3 problems regarding this so bare with me;
Converted the map to ue4 the fbxscene however is not solid and the player model in first person mode falls right through the scene;
Any way to remedy this?, also once the scene is imported none of the textures are on said objects its a blank canvas concerning textures (does it auto reapply after compiling shaders or?)
And it keeps saying "compiling shaders 4,664" at the bottom right and hasn't really budged, dots are moving across but no real feeling of it doing anything other than eating my ram ?
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I got 99 problems & UE mapping is 3 of them ?
Plz send help
#2
Posted 07 October 2018 - 02:52 PM
I've just compiled a list of learning resources for you to check out if you're new to UE4. https://www.urbanter...nreal-engine-4/
To answer your questions a bit more specifically:
Static meshes, unlike bsp brushes have no collision by default, same as in GTKRadiant for urt4. You can auto-generate collision in the static mesh editor or do that in your 3D modelling program and include the collision in the fbx file. Check out the documentation.
Compiling that many shaders can take half an hour to several hours, depending on the number - even on powerful PCs. You'll have to let them compile eventually.
Not enough information. Could either be that you're seeing the grey checkerboard texture everywhere because that's the default when the shader is not compiled yet. Or this could be simply because the fbx didn't contain any textures to import in the first place.
To answer your questions a bit more specifically:
Static meshes, unlike bsp brushes have no collision by default, same as in GTKRadiant for urt4. You can auto-generate collision in the static mesh editor or do that in your 3D modelling program and include the collision in the fbx file. Check out the documentation.
Compiling that many shaders can take half an hour to several hours, depending on the number - even on powerful PCs. You'll have to let them compile eventually.
Quote
once the scene is imported none of the textures are on said objects
Not enough information. Could either be that you're seeing the grey checkerboard texture everywhere because that's the default when the shader is not compiled yet. Or this could be simply because the fbx didn't contain any textures to import in the first place.
Have a happy day! :)
#4
Posted 08 October 2018 - 08:04 PM
One really helpful tip is that "compiling shaders" might not use full processor resources, so just about 1 core.
You can modify and speed up that by editing the following file:
Tip is derived from here, just the path has moved as of UE4.10/.20++
https://wiki.unreale...t_Compile_Times
You can modify and speed up that by editing the following file:
%appdata%RoamingUnreal EngineUnrealBuildToolBuildConfiguration.xml
Quote
Using all available cores will give you an extra boost without too much setup effort. The engine will use only one compile worker per CPU core, in case your CPU uses Hyper Threading you could actually use 2 per physical core. This is disabled by default to not saturate the system. In my opinion I prefer to consume less time to build what I'm building instead of being able to use other programs while I'm building. Being able to use 4 or 8 workers is a huge difference.
To change the number of workers created you should create a copy of your build configuration file (UnrealEngineEngineProgramsUnrealBuildTool) and past it into the following path C:Users<user>DocumentsUnreal EngineUnrealBuildToolBuildConfiguration.xml.
Open the XML file and change the ProcessorCountMultiplier value to 2 for example (4 cores with HyperThreading will then spawn 8 workers).
<syntaxhighlight lang="xml">
<ProcessorCountMultiplier>2</ProcessorCountMultiplier> </syntaxhighlight>
To change the number of workers created you should create a copy of your build configuration file (UnrealEngineEngineProgramsUnrealBuildTool) and past it into the following path C:Users<user>DocumentsUnreal EngineUnrealBuildToolBuildConfiguration.xml.
Open the XML file and change the ProcessorCountMultiplier value to 2 for example (4 cores with HyperThreading will then spawn 8 workers).
<syntaxhighlight lang="xml">
<ProcessorCountMultiplier>2</ProcessorCountMultiplier> </syntaxhighlight>
Tip is derived from here, just the path has moved as of UE4.10/.20++
https://wiki.unreale...t_Compile_Times
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