Description

Placing a Precomputed Visibility Volume around or through a landscape does not seem to calculate precomputed visibility for that landscape. This is a regression from behavior in 4.7.6.

Also Tested and Reproduced in Main Promotable-CL-2598545

4.7.6 Precomputed Visibility Cells (Landscape is on Left, Static Mesh on Right):
[Image Removed]

4.8 / 4.9 Precomputed Visibility Cells (Landscape is on Left, Static Mesh on Right):
[Image Removed]

Steps to Reproduce

Quick Repro, OPen Attached Project, rebuild lighting

  1. Open QAGame Editor
  2. In World Settings, Check Use Precomputed Visibility to true
  3. Increase the scale of the Floor to (1.4,1.4,1)
  4. Move the Floor to (0,1650,100)
  5. Add a Landscape to the Level with a Section Size of 7x7, Sections Per Components of 1x1, Number of Components of 2x2 and Overall resolution of 15x15
  6. Add A Precomputed Visibility Volume around the landscape and the Floor
  7. In the Viewport Show Settings, Check Precomputed Visibility Cells True
  8. Build LIghting

RESULTS: Precomputed Visibility Cells appear over flood but not over Landscape

EXPECTED: Precomputed Visibility Cells appear over both.

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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Fixed
ComponentUE - LD & Modeling - Terrain - Landscape
Affects Versions4.84.9
Target Fix4.9
Fix Commit2612081
CreatedJun 24, 2015
ResolvedJul 7, 2015
UpdatedApr 27, 2018
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