Hey folks, coming in as a newbie from Unity here.
Attached a screenshot of our game ported over from Unity to Unreal.
Everything so far has been beyond awesome, but I’m running into trouble with water.
As you can see in the screeny, the water has super nice reflections. However, as soon as I turn the material renderer over to handle translucency, the reflections go away. Is it possible to keep both?
Thanks guys, at least I know it’s coming and that’s good enough for me.
For now we’ll just mask it with some water plants and putting some crawling fog over the water to create a fuzzy edge.
Tim, what do you mean when you say “this can be enabled via a checkbox in the material parameters”? It can be enabled? Or is it better to wait for 4.8?
Actually, the option to enable it is present in 4.7. And, oddly, the way to enable it is even described in the documentation:
(near the middle of the page)
The only reason I mention this is because I just lost a few hours trying to figure out why it wouldn’t work, gave up, searched the forum, and ended up in this thread.
If you follow the steps in described there, your material will just turn black and semi-transparent.
That section is about baked reflections from reflections captures. Those have worked for a long time in the manner described in the documentation. What they were talking about here are screen space reflections, those were not supported, but will be in 4.8.
If your material turns black when you use them you are missing proper reflection captures in your scene.