Fix your materials on HLODs that use custom primitive data, match your HLODs to its original meshes

Поделиться
HTML-код
  • Опубликовано: 25 ноя 2024

Комментарии • 5

  • @Xperto_
    @Xperto_ 8 дней назад

    Super useful stuff, thank you

  • @Set3154
    @Set3154 3 дня назад

    Hi. Please make a video about the animation of the health bar in the Lyra project

  • @mindped
    @mindped 8 дней назад +1

    hah. u used my forum post :D
    Fun fact.. packed level actors also will work with CPD...

    • @nancedevdiaries
      @nancedevdiaries  8 дней назад

      Hah, no way!! I was going to post this video in the replies, I still should I think. Also thanks, I'll check that out! I haven't looked into packed actors yet, do you have any advice? :)

    • @mindped
      @mindped 7 дней назад

      @@nancedevdiaries Well one thing i noticed about hlods ... its been a while but at the time CPD didnt work with simplified mesh, but CPD does work with approximate. Right now im just running tests with this and will soon check to make sure level instances work with HLODs... because unfortunately if u are not using world partition i have not been able to make them work correctly.
      The main level that houses the level instances cannot build hlods for those sub level instances that are dragged in... and if you build them on their own in their own level it often says it needs to rebuild them in the main level even though you cant build them in the main level..
      This also leads to lots of bugs like long lag spikes every 20 seconds (no idea why) .. literally like clock work. Had to cancel using HLODs for that reason until i figured a way to make them work with level instances.
      Hopefully going through the world partiion system will make it all work... but again havent tried yet.