Tips on getting the same result with Cooked vs. Live Sync

 

Hello, I am having an issue with a couple scenes I've built in Unreal where the scene works fine and as expected when in Live Sync mode with Aximmetry. However, as soon as I cook the content and try to use the .uproject in Cooked mode, I get unexpected results such as missing meshes and textures. Does anybody have experience with this?


I've gone through this article on working with Unreal multiple times: https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/how-to-install-and-work-with-the-unreal-engine-based-de-edition/#interactive-editing


And I still can't figure it out. I'm hoping its just a checkbox or something simple that I've overlooked, and that I don't have to rebuild an entire scene...each one of these has taken several days and they were working at one point. I have not been able to pin down any specific change that breaks the cooked version but keeps the live sync version working as it should. Any help it greatly appreciated.

   norriss

 
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Eifert@Aximmetry
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Hi,

Can you copy-paste the error message if there is any? And a screenshot of the missing texture within the scene and a screenshot of its material asset could also help a lot.

Like if it happens with Unreal's water plugin, then you could try doing this: https://my.aximmetry.com/post/1421-water-mesh-actor-issue (this is a specific Unreal bug related to Unreal's water plugin and its shader, which similarly makes it only work in Live Sync mode)

Warmest regards,

 
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Sergio Gómez
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Hi Eiffert, I have the same issue more or less.

I created a multilevel project and I'm doing streaming to change the level.

The results with Live sync is:

while in cooked mode is this

Like the quality of the texture lost the details.

I also noticed that changing level costs less in live sync mode.

Thanks in advance and best regards,

 
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DeataProduction
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Usually the textures go like this when your texture streaming buffer goes over the set limit.

Do you have screen messages on? If so it should say something along the lines of "texture streaming pool over budget"

Noticed this happening myself with projects when first running live sync and later cooked, "solved" the issue by implementing a link to execute console commands from Aximmetry and then raise the texture pool limit (with r.Streaming.Poolsize 3000) if this error happened.

 
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Sergio Gómez
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Thank you DeataProduction, it worked fine for me.