UE5.4 & UE5.4.1 - Dynamic Shadow Bug Fix (Forward, Mobile, Deferred CSM)

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tutorial on how to fix the CSM Shadow projection shader in UE5.4 and UE5.4.1
Patreon - / wildoxstudios
Discord - / discord

Пікірлер: 11

  • @WildOxStudios
    @WildOxStudios6 күн бұрын

    UPDATE: UE5.4.2 hotfix actually introduced a few more issues. kzread.info/dash/bejne/qmqqzMWllKaXe6Q.html

  • @tahun69
    @tahun697 күн бұрын

    5.4.2 has a bug atm in VR , your left eye doesnt show the right shadows while the right eyes does :/ probly no fix for that yet right?

  • @WildOxStudios

    @WildOxStudios

    6 күн бұрын

    kzread.info/dash/bejne/qmqqzMWllKaXe6Q.html

  • @zyxit
    @zyxitАй бұрын

    This was a very helpful tip, thanks a lot for sharing! I'm seeing another issue - in the mobile preview (Vulkan Android / Quest 3) objects do not cast shadows from dynamic directional light. Using default VR Template settings. So far the only way I was able to get shadows to appear in the preview is by enabling "Support Movable SpotlightShadows" in Rendering. This however only works in preview but seems to be broken when running on the Quest 3 device. Any ideas on how to fix this?

  • @WildOxStudios

    @WildOxStudios

    Ай бұрын

    You’ll need to override the default scalability to enable shadows for shipping builds (if there isn’t another bug... as the following works in UE4.27 on quest 2 and quest 3) in config make an Android folder and inside add AndroidScalability.ini

  • @WildOxStudios

    @WildOxStudios

    Ай бұрын

    [ShadowQuality@0] r.ShadowQuality=1 r.Shadow.MaxCSMResolution=512 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.MaxCascades=1 r.Shadow.RadiusThreshold=0.02 [ShadowQuality@1] r.ShadowQuality=1 r.Shadow.MaxCSMResolution=1024 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.MaxCascades=1 r.Shadow.RadiusThreshold=0.02 [ShadowQuality@2] r.ShadowQuality=2 r.Shadow.MaxCSMResolution=2048 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.MaxCascades=2 r.Shadow.RadiusThreshold=0.02 [ShadowQuality@3] r.ShadowQuality=3 r.Shadow.MaxCSMResolution=2048 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.MaxCascades=2 r.Shadow.RadiusThreshold=0.02

  • @zyxit

    @zyxit

    Ай бұрын

    ​ @WildOxStudios Thanks for the suggestions. Have tried adding AndroidScalability file, also tried forcing scalability to Epic level through blueprint - sadly no luck on Quest 3. Mobile preview works just fine but on device no shadows. I think I also tried almost every possible permutation of render settings as well. Any chance you can share config folder of project where it works for you?

  • @WildOxStudios

    @WildOxStudios

    Ай бұрын

    @@zyxit I see your comment in my discord so I’ll continue conversation there but it’s working in 4.27 not ue5 so ill need to check the quest 3 on ue5

  • @officialjmweh120m3
    @officialjmweh120m319 күн бұрын

    man thanks you soo much i love you for this❤ Can you please show us how to fix landscapes clipping while moving pkayer camera view? i can see my Landscape dispear and apear in my scene

  • @WildOxStudios

    @WildOxStudios

    19 күн бұрын

    Usually landscape issues occur if you exhaust VRAM on your gpu. Could be nanite is enabled on your terrain along side Runtime Virtual Textures and your thrashing your vram. Try disabling these to see if they correct your issue.

  • @officialjmweh120m3

    @officialjmweh120m3

    19 күн бұрын

    @@WildOxStudios soo u telling me to diable vram in my pc? i still got this bug when i packaging my game for mobile and this ony happened in mobile viewport and on my mobile

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