Very slow selection in 3D viewport of UnrealEd

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Crusha K. Rool
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Very slow selection in 3D viewport of UnrealEd

Postby Crusha K. Rool » Sat 3. Dec 2016, 16:57

Anyone else having this problem? Back in the days the selection in the 3D viewport would be just as fast as the one in the 2D viewport, but nowadays the editor basically hangs for 4-6 seconds every time you try to select something in the 3D viewport (and it's not directly in front of the camera).

I remember having this issue in the past and I think a graphics driver update introduced it for me back then (when I was still on nVidia). I don't really remember if it got solved by another driver update or not. Or maybe it was a DirectX version issue...?

Anyway, just makes mapping a little bit of a pain. And I guess I wanted to vent some frustration. :/

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Cat1981England
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Re: Very slow selection in 3D viewport of UnrealEd

Postby Cat1981England » Sat 3. Dec 2016, 17:38

I have the same problem on some maps. I've found that it helps to turn off volumes or static meshes depending on which one you are trying to grab.
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GLoups!
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Re: Very slow selection in 3D viewport of UnrealEd

Postby GLoups! » Sat 3. Dec 2016, 18:21

May be it has nothing to do with it, never had this issue on few pcs excepting if you zoom too wide on one Ued window....?

Edit: This also depends on the direction in which you select and what is behind the selected object.

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EmanReleipS
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Re: Very slow selection in 3D viewport of UnrealEd

Postby EmanReleipS » Sat 3. Dec 2016, 19:15

I've been getting freezes all the time since updating to Win10. Thanks to Wormbo I've reduced them from 30 seconds to 5ish. Guess I will be selecting stuff solely in the 2D viewports from now on. :|
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Crusha K. Rool
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Re: Very slow selection in 3D viewport of UnrealEd

Postby Crusha K. Rool » Sat 3. Dec 2016, 20:42

Aside from not even having an option in the AMD Crimson driver to forcefully disable AA, it wasn't enabled in the first place (and enabling it didn't actually impact the selection time for me). It seems to depend on how many objects are in the scope of the viewport to be deprojected onto the screen. So whenever I need to select something in the 3D viewport, I better make sure to look at the ground and have as few other things as possible in the background.


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