So, I am new to Unreal Engine, just started learning a few days ago, but have experience in Unity and Blender.
I’ve been trying to make some tests with lighting and the new Water plugin, everything looks good, but once I hit render, it comes out with a weird colission of some sort.
You need to know how the sequencer works and how the renderer works. That black thing is actually a mesh (perhaps your mountain mesh?) that clips with the camera. This issue actually causes by the initial frame which sets the camera at 0,0,0 position initially.
There are a couple of ways to get around it. One of the ways is to set the warm-up frames for the renderer, like 64 or some sort before starting rendering or simply extend the initial position of your timeline to be -005 or something. That gives some room for the render to prepare before the actual render starts.
Didn’t work for me…
I have now tried extending the timeline to -016, setting af warm-up for the render, and tried enabling and disabling like every setting in the renderer.
I have also tried:
Disabling every layer but the camera, and hit render, the black “mesh” is still in the picture.
Thought it might have something to do with my landscape layer, but even with disabling that, it’s still there… It’s very weird.
At this point, we might need more information to help you out (only if you wanted). Screenshots/video of blueprints, sequencers, keyframes, render queue, level/map or any related assets that you think are important.
It might be specific to your settings/setup but we can try to help you out if possible.
Aside from this map, does it work with other maps?
After looking trough different options, it finally worked!
Everything was because of the OcenWaterPaintBrush, which somehow reenabled my disabled layer, and didn’t completely flat it out. After playing around with it, it finally ended up looking normal!