is awesome! I’d been adding manually to each engine version in order to work on my Left4Dead2 style dismemberment system, but now that it’s native it can actually be a Marketplace thing. Awesome
feature could also potentially be used to extend the mesh cutting to skinned meshes.
edit #1 Unchecked on the master material “Use Material Attributes” cleared it up, but I’d like to know why just started happening in 4.14 and was not a problem in 4.13. edit #2 Disabled forward shading in project rendering settings and materials are fine, I guess there’s something with my vertex painted materials not compatible?
Contact shadows aren’t working too well for me, I haven’t played with the much, but I have tried a wide variety of settings for the contact shadow length.
The results are extremely ‘spotty’, which is the only way I can think of wording it. There also doesn’t seem to be any filtering of any kind, and even though it’s a screen-space technique - if the shadow caster is on-screen, the shadow should work correct? It doesn’t seem to be the case for me… See pic below.
Awesoooome!!! Especially the Contact Shadows, Automatic LOD Generation, Live GPU Profiler, Fast Asynchronous Loading System (experimental) and Improved Support for Vehicles!!!
With the forward renderer you have 1 fewer texture sampler available in your material. You can solve by using Shared Samplers on your Texture Sampler node.
What is your contact shadow length? The contact shadows do 8 steps ray marching through the scene depth buffer. It is expected to behave badly if your ray is to big on screen. You should have a much better result with a lower value like .1.
Yeah all the materials on the object are opaque ( is a skeletal mesh btw). The world-space size of the mesh is extremely small, if that would have any effect?
Any idea if the “create static mesh from actors” feature is accessible at runtime? Because if so that’s perfect for a game idea I’ve been wanting to work on!