59. Faster render mesh lights (25 FPS into 39 FPS)
In 469f meshes lights render much faster.
In that complicated scene with 113 vehicles, 583 meshes, 388221 vertices. 111387 triangles we got 39 FPS on D3D11 instead of 25 FPS on 469e.
That allow use on maps more meshes for deco, players, weapons, items or vehicles without significantly drop FPS.
Also that allow make large open maps with better FPS from before.
Note: Your results can vary across renders and not match with video.
New features and changes of upcoming patch 469f
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Buggie
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Buggie
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Re: New features and changes of upcoming patch 469f
60. Decimate tool
In 469f we add Decimate tool to UnrealEd.
That tool allow you reduce poly count on brushes, with preserve shape and look.
That allow you import high poly count brushes from other sources and reduce it to level acceptable for old engine.
Good tool for help you more stuff to the game.
In 469f we add Decimate tool to UnrealEd.
That tool allow you reduce poly count on brushes, with preserve shape and look.
That allow you import high poly count brushes from other sources and reduce it to level acceptable for old engine.
Good tool for help you more stuff to the game.
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Buggie
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Re: New features and changes of upcoming patch 469f
61. Bake a light into a mesh
In 469f added new tool which allow bake light into the meshes.
That allow you use meshes visually as part of regular BSP at cost of increase the map filesize.
Tool allow bake light in 3 different modes. Each with own pros and cons.
That addition is final one which make meshes close to static meshes with compatibility with old clients.
Previous tool allow fill BlockAll actors for meshes, which is sort of s solution for make custom collision for them.
That one - solve light problem.
Now mappers can get great tool for make great and beautiful maps.
In 469f added new tool which allow bake light into the meshes.
That allow you use meshes visually as part of regular BSP at cost of increase the map filesize.
Tool allow bake light in 3 different modes. Each with own pros and cons.
That addition is final one which make meshes close to static meshes with compatibility with old clients.
Previous tool allow fill BlockAll actors for meshes, which is sort of s solution for make custom collision for them.
That one - solve light problem.
Now mappers can get great tool for make great and beautiful maps.
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GingerCat
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Buggie
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Re: New features and changes of upcoming patch 469f
62. x4 more FPS on 469f versus 469e
In this video you can see recent 469f optimization.
In very complicated scene with a lot meshes and huge terrain, FPS become playable in 143 FPS average, when 469e provide average of 34 FPS with drop to 10 FPS.
And that on 1280x720. On 1920x1080 it will be 5 FPS in worst spot.
If your resolution is even bigger, your FPS will be even lower.
469f less affected by resolution increase slowdown.
And provide decent FPS in such complicated scene.
In this video you can see recent 469f optimization.
In very complicated scene with a lot meshes and huge terrain, FPS become playable in 143 FPS average, when 469e provide average of 34 FPS with drop to 10 FPS.
And that on 1280x720. On 1920x1080 it will be 5 FPS in worst spot.
If your resolution is even bigger, your FPS will be even lower.
469f less affected by resolution increase slowdown.
And provide decent FPS in such complicated scene.
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Buggie
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Re: New features and changes of upcoming patch 469f
63. Faster rebuild BSP
In 469f speed or rebuild level is greatly improved.
In this example I got 8 seconds instead of 17 seconds on 469e.
I disable build light, since it is unfair comparison, because 469f will trace meshes, which is quite expensive.
Without trace meshes number near same. About 8 vs 17 seconds.
In 469f speed or rebuild level is greatly improved.
In this example I got 8 seconds instead of 17 seconds on 469e.
I disable build light, since it is unfair comparison, because 469f will trace meshes, which is quite expensive.
Without trace meshes number near same. About 8 vs 17 seconds.
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Man_With_No_Body
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Re: New features and changes of upcoming patch 469f
[469f RC5 public - 28.09.2026 preview] Personal experience and notes:
002. Cast Mesh Shadows (aka CMS) viewtopic.php?p=151591#p151591
The posted Tutorial video had settings:
decoration “U”, bShadowCast=false, bStatic = true, bMovable = False ……….. create a shadow
[469f RC5 public - 28.09.2026 preview] I got different results;
settings:
decoration “U”, bShadowCast=false, bStatic = true, bMovable = False ……...….. does not create a shadow
decoration “U”, bShadowCast=true, bStatic = true, bMovable = False ………….….. create a shadow
The video is outdated and not reflecting the latest features of the RC5 and inverted logic FALSE/TRUE for CMS ?
I am fine with the 469fRC5 logic. Keep it !
Attached below : test_CastMeshShadows_RC5.unr
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
If the Decoration is source of the light then bShadowCast= must be=FALSE.
Usually it will be Decoration/TubeLight or any customised deco.
The mesh likely prevents the emission of light for surrounding brushes ?
But the light is nevertheless rendered on the weapon.
--- TubeLight TubeLight1 ---
bDirectional=True
bUnlit=True
bShadowCast=TRUE
LightType=LT_Steady
LightBrightness=100
LightHue=0
LightRadius=51
Tag="TubeLight_RED
--- TubeLight TubeLight0 ---
bDirectional=True
bUnlit=True
bShadowCast=False
LightType=LT_Steady
LightBrightness=80
LightHue=80
LightRadius=51
Tag="TubeLight_GREEN
Attach test map: Screenshot:
UPDATE 01.10.2026:
Quick fix by adjusting “TubeLight1 properties/ Displey /PrePivot=(X=-16.000000)“
This will push the PrePivot outside the mesh and will alow the light shine freely.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
61. Bake a light into a mesh viewtopic.php?p=155361#p155361
I want to emphasize the difference of the bCorona (LensFlar) for two pylons.
With the latest feature for UT v469f RC5 the both actors look identically.
The concrete pylon is BRUSH.
The rusted pylon is MESH-decoration (Bake light into mesh + Cast Mesh Shadows=true)
The light has: bCorona=True + Skin=Texture'GenFX.LensFlar.Dot_C'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
002. Cast Mesh Shadows (aka CMS) viewtopic.php?p=151591#p151591
The posted Tutorial video had settings:
decoration “U”, bShadowCast=false, bStatic = true, bMovable = False ……….. create a shadow
[469f RC5 public - 28.09.2026 preview] I got different results;
settings:
decoration “U”, bShadowCast=false, bStatic = true, bMovable = False ……...….. does not create a shadow
decoration “U”, bShadowCast=true, bStatic = true, bMovable = False ………….….. create a shadow
The video is outdated and not reflecting the latest features of the RC5 and inverted logic FALSE/TRUE for CMS ?
I am fine with the 469fRC5 logic. Keep it !
Attached below : test_CastMeshShadows_RC5.unr
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
If the Decoration is source of the light then bShadowCast= must be=FALSE.
Usually it will be Decoration/TubeLight or any customised deco.
The mesh likely prevents the emission of light for surrounding brushes ?
But the light is nevertheless rendered on the weapon.
--- TubeLight TubeLight1 ---
bDirectional=True
bUnlit=True
bShadowCast=TRUE
LightType=LT_Steady
LightBrightness=100
LightHue=0
LightRadius=51
Tag="TubeLight_RED
--- TubeLight TubeLight0 ---
bDirectional=True
bUnlit=True
bShadowCast=False
LightType=LT_Steady
LightBrightness=80
LightHue=80
LightRadius=51
Tag="TubeLight_GREEN
Attach test map: Screenshot:
UPDATE 01.10.2026:
Quick fix by adjusting “TubeLight1 properties/ Displey /PrePivot=(X=-16.000000)“
This will push the PrePivot outside the mesh and will alow the light shine freely.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
61. Bake a light into a mesh viewtopic.php?p=155361#p155361
I want to emphasize the difference of the bCorona (LensFlar) for two pylons.
With the latest feature for UT v469f RC5 the both actors look identically.
The concrete pylon is BRUSH.
The rusted pylon is MESH-decoration (Bake light into mesh + Cast Mesh Shadows=true)
The light has: bCorona=True + Skin=Texture'GenFX.LensFlar.Dot_C'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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Last edited by Man_With_No_Body on Thu Oct 01, 2026 4:21 pm, edited 1 time in total.
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Buggie
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Re: New features and changes of upcoming patch 469f
1. Yes we make logic proper, not inverted.
Almost all videos taken on WIP, so you can expect small differences all over the places.
2. Yes if light emit by mesh, then it will be blocked by own triangles.
That only affected to baked lightmaps. And doesn't affects mesh light.
And never will by compatibility reasons.
3. Meshes don't block traces, So good idea put inside invis collision hull.
That is limitation of how it is implemented. Can't be changed either.
But you can take best from the both worlds.
Make very detailed mesh visible and very simple invisible collision, via invisible brush.
That near same what modern engines do.
Almost all videos taken on WIP, so you can expect small differences all over the places.
2. Yes if light emit by mesh, then it will be blocked by own triangles.
That only affected to baked lightmaps. And doesn't affects mesh light.
And never will by compatibility reasons.
3. Meshes don't block traces, So good idea put inside invis collision hull.
That is limitation of how it is implemented. Can't be changed either.
But you can take best from the both worlds.
Make very detailed mesh visible and very simple invisible collision, via invisible brush.
That near same what modern engines do.