Has anyone solved the 'flicker sync' problem?

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Hbgr
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Has anyone solved the 'flicker sync' problem?

Post by Hbgr »

Im working on a map that has multiple torches. I have set up double lights for each torch, one for steady lighting and one for the flickering flame effect.
However, after looking at all the torches in the room from a distance, i noticed that all the flickering lights were in sync! This of course ruins the realism.

I tried changing the LightPeriod and the LightPhase settings, and even the RemoteRole setting, all to no avail.

Is there a way to de-sync these flickering effects? If it can only be scripted, can someone come up with a desynced Light actor?
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Daewon
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Re: Has anyone solved the 'flicker sync' problem?

Post by Daewon »

Hi, I code this, hopefully it helps.
RandomLightFlicker
Variables:
bUseFlicker true = shut on/off light FRand()*FRandMultiply
FRandMultiply - float number (0.1 is like flicker)
bUseColorChange true = random LightColor variable in range
(MaxLightBrightness, MinLightBrightness, etc..)
Setup in the Example Map:
Left side: standard Light Actor with LT_Flicker,
Right side: RandomLightFlicker (bUseFlicker and bUseColorChange).
Opposite the Player: RandomLightFlicker (only bUseColorChange).
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Last edited by Daewon on Sun May 04, 2025 4:58 pm, edited 2 times in total.
Hbgr
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Re: Has anyone solved the 'flicker sync' problem?

Post by Hbgr »

I took a look at your map and lights, and it solves the problem i had.
Now we need to make it UnrealEd-savvy. I cant see my adjustments in the editor and have to go in-game to get any clue as to what they look like.

I do love the extra feature of colorizing the lights in a given range. Now i need some good EDM!

If you can package your script into a downloadable object, youve got something i'll be using in almost all my maps! 😁
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Daewon
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Re: Has anyone solved the 'flicker sync' problem?

Post by Daewon »

Hbgr wrote: Fri Apr 18, 2025 11:53 pm I took a look at your map and lights, and it solves the problem i had.
Now we need to make it UnrealEd-savvy. I cant see my adjustments in the editor and have to go in-game to get any clue as to what they look like.

I do love the extra feature of colorizing the lights in a given range. Now i need some good EDM!

If you can package your script into a downloadable object, youve got something i'll be using in almost all my maps! 😁
Done! Now it is possible to create crazy disco maps :lol:
Hbgr
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Re: Has anyone solved the 'flicker sync' problem?

Post by Hbgr »

@Daewon
I've been using your RandomFlicker actor, and I love your solution. But I think I found a problem with it...
The flickering action seems to have a shelf life. That is, it stops working after about 10 or 15 minutes. I couldn't see any obvious reasons why, or if there's a logic to when they stop.

Can you check it in-game and see if there's a solution?
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Barbie
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Re: Has anyone solved the 'flicker sync' problem?

Post by Barbie »

This statement is used twice in DaewonRFL.u:

Code: Select all

SetTimer(FRand()*FRandMultiply,False);
FRand() may return 0 what means the product FRand()*FRandMultiply will be zero too what stops the timer.
"If Origin not in center it be not in center." --Buggie
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Daewon
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Re: Has anyone solved the 'flicker sync' problem?

Post by Daewon »

fix
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TigerTheGreat
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Re: Has anyone solved the 'flicker sync' problem?

Post by TigerTheGreat »

Sent you a DM, D. Except IDK why it's not in 'Sent Items'. Do you have them disabled perchance?
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