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  1. #1

    Default Always show that lighting needs to be rebuild on ios device

    When I changed udk from 201109 version to 201112 version, and use the *.mobileprovision file which product by udk 201109 version, create a default midday lighting map, choose Production Quality lighting, build lighting and build all, save the map, then use unreal frontend to cook and to deploy to ipod touch 4 device, it always show "lighting needs to be rebuild" on ios device, but I see the shdows are right. if use the map EpicCitadel or JazzMiniGame no warning, there also no this problem on udk 201109 version. But testing on the udk 201201 version also show "lighting needs to be rebuild" on ios device.
    It is a very strange issue, I do not know how to resolve this problem, I have searched the forum, but not found out a way for this problem, or found a way to ignore this warning on ios device.

  2. #2
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    Hi zzgame, having the same problem with 2011/12 version. You are not the only one. Will post if I find a solution.. As we need 2011/12 version for our game. Are you testing on iPad 2 ?
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  3. #3

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    No, I did not test it on Ipad 2, only on Ipod touch4, does someone else have this problem on ios device?
    Tom161, I found a compromise way, using ToggleAllScreenMessages command to ignore the warning.

  4. #4
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    Same problem with 12-2011 and 3GS...

  5. #5
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    Hi zzgame, I haven't found a solution yet, cheers for the "fix" though. I will however keep trying as my lights are also not correct on the device, I thought it might be the ini files, as they added a lot for a5 processor devices, but with you on the iPod 4 and sekocit on the 3gs, it must be something else...
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  6. #6

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    i think it may have something to do with the light maps. If you have a mesh without a 2 uv channels on it, i think that happens. I have a december build and i havent gotten that warning, but i am not using lightmass and all my meshes have 2 uv channels, so i hope it helps narrow the problem down
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  7. #7
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    Cheers for the input will have a look at that. The weird thing is that it is fine in editor/pc mode but not on mobile. Thanks will try and tell the outcome.
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  8. #8
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    Good and bad news..GOOD: I fixed the error... BAD: I deleted all the lights and started again with a new light setup in 2011/12... it's a pain but works without error anything...btw. I did not change the UV channels some only have one channel. Hope that helps. Seems to be a problem when upgrading.
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  9. #9
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    hi tom161, i'm having the same problem with the 2012-01 UDK, so how did you fixed it exactly? did you delete all the lights and set them again?, 'cause my maps comes from an older version of the UDK, so it's probably when we migrated the project to the 2012-01

  10. #10
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    Hi, yeah as our game didn't need that many lights, the deletion wasn't a big problem... I migrated from August to 12/2011, and it got rid of the rebuild light message (which was only displayed on the device )
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  11. #11
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    Is there a way to reset the lighting of a map? 'cause we just deleted all lights of our map, built the lights with no lights on it, save the map, re launched the editor, and setup all the lights again, built them with production light, and the message still shows

  12. #12
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    Hi mate, I am sorry to hear that...this is a real problem when upgrading unfortunately that was for me the only way to fix the problem...did you delete everything? All lights, light mass objects? Etc.... I am out of ideas apart from that sorry mate, as I said it worked for me... I hope you sort it or someone here knows a way on how to deal with this.
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  13. #13
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    We deleted all the lights and lightmass volumes, what do you mean exactly with "Light mass objects"? 'cause the problem persist
    When you make the distribution release of the game does this warning messages dissappear? or is there a way to tell the engine to not show those messages?

  14. #14
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    Hi,
    yeah I meant the lightmass volumes... you can try this command "DISABLEALLSCREENMESSAGES" on the ipad also check the udk commands, I remember that there is a command you can use to get rid of the message, but if you reload the game the command turns it on again...so it was not of help to us... you can check it on the device if you tap the screen with 4 fingers, if I remember correctly. Sorry to hear that it gives you so much trouble... good luck
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  15. #15

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    As tom161 mentioned, "DISABLEALLSCREENMESSAGES" will get rid of that message. In our experience this was caused by lights that were *just* on the edge of prims bounds. You can use "LISTUNCACHEDSTATICLIGHTINGINTERACTIONS" in the editor log to see which interactions have failed.

    If that doesn't work, or it returns 0; we are aware of the issue and can hopefully have a solution for you soon. Apologies for the inconvenience!
    -Aaron Jones-
    Epic Games, Inc

  16. #16
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    Hello AaronJones, thanks for the information, we just used the command "LISTUNCACHEDSTATICLIGHTINGINTERACTIONS" as you suggested, in PC with mobile previewer it returns 0, it has never showed us any warnings about "Lighting needs to be rebuild", but in the device, when I used that command, it logged "[0077.48] Log: A total of 36 uncached static lighting interactions were detected" and it shows the warning, so what does that means exactly?

    Meanwhile we're using the "DISABLEALLSCREENMESSAGES" as tom161 suggested to remove the warning message in the device.

  17. #17

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    Not sure why it would return 0 in the editor and not game. Are you in mobile mode?
    -Aaron Jones-
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  18. #18
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    Yeah we have the Mobile Features activated in the editor, besides we test our games directly with the -simmobile option, we build the lights and everything works fine in the PC with the mobile previewer, but when we deploy the game to the device it shows the warnings and it logs what I said in my last post when using the "LISTUNCACHEDSTATICLIGHTINGINTERACTIONS" command so we're currently hiding the messages with the "DISABLEALLSCREENMESSAGES" command.

    Maybe is the 2012-01 UDK release, we haven't tried migrating our game to a newer version.

  19. #19

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    The lightingrebuild message will still be there in the recent version of the build. I wonder if getting rid of the Dominant Directional Light will cause the error to go away. Try replacing it if you have one.
    -Aaron Jones-
    Epic Games, Inc

  20. #20

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    Same problem here... and yes - when I remove the Dominant Directional Light, the error is gone

  21. #21
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    Exact same problem here on march '12 version

  22. #22
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    Yes, for Me too.//but 05/12 - iOS 5.1.1 (iPhone4s)

    @ tom161:
    Thank you for the info that "tapping screen with four fingers opens console"!
    Never read about it.
    Could you link the source pls.
    If the source is on UDN, then I'm embarrassed now.
    Last edited by uberman; 05-16-2012 at 07:22 PM.

  23. #23
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    Make sure you are not using dominant direction light as your main light source. Use directional light.

  24. #24

    Default

    Quote Originally Posted by Solid Snake View Post
    Make sure you are not using dominant direction light as your main light source. Use directional light.
    Any visual difference between these for the mobile?

  25. #25
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    If I use "Directional Light" instead of "Dominant Directional Light" the "Lighting needs to be rebuilt" message ain't anymore, but
    Directional Light looks terrible.

    My characters change brightness from time to time depending on which color the sun has.
    So if the sun is black the characters turn black for a randomly amount of time.

    It looks like it tries to simulate flowing clouds which cover the sun sometimes.

    Maybe I'll just suppress the messages for the shipping.

  26. #26

    Default

    I have this issue as well, using Dominant directional light. However I actually visually see a difference from mobile emulator and on iOS. We have a complex water shader we are using, and in the editor the lighting builds fine and shadows the water shader as it should, but on iOS the mesh with that shader looks unlit and I get the lighting needs to be rebuilt message.

    What is it about Dominant directional that causes this issue? I'll try directional I guess but it sounds like that is a bit of a step down in quality is it not?

  27. #27

    Default

    I had the same issue, It turned out that my directional light's radius was such that it extended outside the bounds of my lightmass importance volume. Reducing the trace distance on the light or extending the lightmass importance volume resolved the issue for me.

  28. #28

    Default

    Simple fix for this. Click four fingers on the screen and it will bring up the console device the type in toggleallscreenmessages and that's it. It all goes away.
    Other post are fixes for the problem. Mine is an ostrich sticking his head in the dirt.
    Last edited by Christopher364; 05-04-2013 at 09:44 PM.


 

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