Stylized Dungeon Pack JFG V2 - UPDATE BUGFIX UNREAL ENGINE 5.2 - VSM BETA Pixelation [OUTDATED]
THIS VIDEO AND INFORMATION ARE OUTDATED. PLEASE SEE UPDATED VIDEO HERE: https://www.youtube.com/watch?v=gFWVdxR3gJU
CHECK COMMENTS FOR MORE INFO
Unreal Marketplace Stylized Dungeon Pack V2 JFG Link: https://www.unrealengine.com/marketplace/en-US/product/f5a99d8903f14020a77822787fdfebb9
My ArtStation page link for the same piece [Since V1 release] for shots and more: https://www.artstation.com/artwork/Po9PJo
My ArtStation: https://www.artstation.com/jamyzgenius
OLD V2 Videos Playlist: https://www.youtube.com/watch?v=EuPODx6v0Ic&list=PLYILWNl07C4RwkBgrWl4d2JVLuzp2Z3zJ&pp=gAQBiAQB
OLD V1 Videos Playlist: https://www.youtube.com/watch?v=dO9xxMw-46A&list=PLYILWNl07C4T547ja5otL5FErAfjNkcNR&pp=gAQBiAQB
Recently I had been working in updating the package from Unreal 5.1 to 5.2. Unfortunately while transitioning my package I saw several awful pixelation in the shadows and lots of troubles with the VFX. In this BUG FIX I am doing my best to fix these issues and provide not only fixes but variety so clients can use this pack in Unreal Engine 5.2 with either Shadow Maps or the new Virtual Shadow Maps Beta.
Patch Notes:
STYLIZED PBR DUNGEON PACK JFG - V2 UPDATE BUGFIX UE5.2 ONLY / 5/15/2023
IMPORTANT READ BELOW BEFORE PURCHASING!
WARNING: Originally this asset pack I made for UE4. It works alright with UE5 if used via traditional light baking methods. I still may recommend to not use Virtual Shadow Maps Beta since in my experiments, especially in Unreal Engine 5.2, I saw many shadow artifacts and about a cut of 30FPS or more in average in framerate versus the Shadow Maps option [non-Virtual]. Now, the new experimental scene [which may be removed later on or improved/depends on stability] doesn’t run that well without the Virtual Shadow Maps Beta [Uses dynamic lights, nothing is baked]. Since this is mostly a low poly asset pack, it should work for many uses. With this said, use with these features in Unreal Engine 5 at your own risk. Scenes are for showcase purposes only. I did my best to troubleshoot my pack for Unreal Engine 5 and saw that UE5.2 needed an update because it introduced some nasty shadow artifacts if using the virtual shadow maps beta feature. These issues I did not saw before 5.2 so this update is not available for 5.1 or 5.0 versions.
+Added an experimental _Dynamic demo room scene [Virtual Shadow Maps Beta] with different illumination than the old UE4 baked static lights scene. This scene is experimental and is meant to push the scene to the max in UE5.2 I could currently do before it breaking [RTX 3080, 32GB Ram, Ryzen 5900x]. A tip, for some lights I disabled shadow casting since this causes some shadow artifacts in some areas. This scene is experimental for now. I made it to potentially showcase and experiment usability with Unreal Engine 5 features and Virtual Shadow Maps + Lumen and Nanite using this pack. Still, if I decide to do so, I may remove it in a later update [either Unreal or asset pack]. The old UE4 static light bake scenes are still in the package and work best [FPS].
+Added variation for all VFX and blueprints that use VFX called _NOLIGHTCAST at the end of each entity which is meant to fix any potential shadow pixelation issues that may occur if using [Virtual Shadow Maps Beta]. Any old UE4 VFX is marked in its folders and for they to work best, they need level light bake/build in Unreal Engine 5.2. I recommend to use the no light cast ones if you are going to work with dynamic lightning since these are the most stable in this version of unreal. Folder structures: “Dynamic_Light_Cast_Old_UE4” and “No_Light_Cast”.
+Added a _Dynamic walkable map with all the _NOLIGHTCAST VFX and blueprints. Both scenes now have some notes regarding the VFX. Any _Dynamic level is not using baked lights.
+Left all assets with Nanite option ON. Not compatible are potions and bottles that use opacity. If Nanite is manually disabled, all the original settings from UE4 [LODs, lightmaps, etc.] should still remain the same. +Changed Trim materials to render “Double-sided” so light propagation issues with plane based meshes is less noticeable. Thanks for your understanding. Please consider this before purchasing.
NOTE: Update Bugfix is only available for Unreal Engine 5.2 - Previous version contents are still available in this update. If the Engine improves or the previous issues are gone in the future. This information may not apply in the future. As for now, shadow artifacting [virtual shadow maps beta] is very noticeable.
Credits to the super talented song artists [From the YT Audio Library]:
Moorland by Underbelly & Ty Mayer
YT Channel: https://www.youtube.com/channel/UCapo4XcpVOlTLkbKIDL0WlA/
Klondike by Audio Hertz
YT Channel: https://www.youtube.com/channel/UCQwack29qZerCwaELoR3bLg/
Thank you very much for everything. I apologize for any inconveniences. I am uploading this update a few days after Unreal Engine 5.2 released. Thank you for your patience.
#unrealengine
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