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That is from the old editor, not existent anymore. So, we have added persistence for the editor free camera speed, it will be saved in the...
yes, its at the same transform as the original one, so you have 2 there
So only on placement with brush you have collision detection for forest items, on shift clone or copy paste no.
I will have to check that to see if there is any test for overlaps on load. Normally only when placing there is the radius test to not overlap them.
The best comparison is with editor deactivated, since scene tree might take a toll when static meshes are used, might iterate on them in some...
but 4096 forest items ? to just get a compare with the ones in static form. yes, in editor there are other checks and UI stuff happening, even...
So it seems it was a bug on our side, it will be fixed on next release. Meanwhile if you want an over-the-counter solution: - open the...
well, that's all I know, use whatever technique is faster I guess. if the speeds differ, then we will need to check it out, should be the same or...
so how many polys a mesh has ? not the whole level rendering view. You could try as a test to merge the meshes, but normally instancing should be...
ok thanks, I will check it out and will come back with an answer/solution
@nachtstiel I think you should be fine without forest items meshes, since it also does instancing, maybe the perf hit is from something else, but...
The physics is the same for all static or forest items, no difference, the static meshes and forest items do use instancing, so they have the same...
What option was that again ?
That blink might be an error in Lua, anything Lua related in the logs ?
- Ability to import GEOTIFFs, to allow for higher vertical resolution for terrain. Will add a task for this to be investigated. - Add parallel...
The tool would be rather specific, so that is why it doesnt exist. Ideally when starting a level, if you think or know you would have many...
Also check logs, if Lua scripts are failing for some reason, it might not get to the F11. Make sure that your have the shortcut bound to F11 for...
Weed1 might have elements spread on the map maybe. If you ignore the error, probably parts of the groundcover will not render (maybe it will be...
Nope. Still not clear, can you zoom in ? Is it a textured grid or straight lines disregarding terrain height ? Try to disable draw grid in menu:...
If a single ground cover cell (internal structure) has > 65535 elements, it will print that error. So probably in some local part you have amassed...