Hey guys, hope I am not late. Here are my questions:
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Bit of an old one, but are there any plans to support volumetric lighting with FN’s TODM? Currently, it shows correctly in UEFN, but not in game. This is a TODM thing, as building custom lighting will allow it to work. However, when a user wants to use the features of FN’s TODM and volumetric lighting, they can’t, even though volumetric shadows does work.
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Any plans for supporting a toggle/control for the shadow that is created by inverted planes and normals (in FN TODM)? Sometimes I use this feature a lot to make various effects, other times I don’t want it at all, would love to be able to have a slider on the amount of shadow that is generated (only affects epic settings, use a snow pile FN prop to repro)
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Currently, its very hard to control the lighting “under darkness” with the default settings and day sequence device. Any plans on simplifying the process for new users? (What happens now is that the slider to turn up the ambient shadows has a weird name that give away its functionality, and sometimes it can also create “washed out” environments if overused).
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Any plans for supporting lighting that doesnt rely on a source and having an option to make that easy for beginners? Goes in hand with the previous question tbh, with a little bit more focus on stylized colorful environments where they dont have a lightsource but everything is lit up equally.
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Would love to get some post process materials added in UEFN with various customizable and professional-looking PP effects, like outlines, scanlines, nightvision, recorder cam, pixelated, vivid colors, degraded, 1930s cartoon, etc. This would really benefit beginner creators that want to prototype unique artstyles for their content. Similar to how the existing filters of Creative exist as PP volumes, but with more settings that allow more unique themes.
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Would love to know what is the best way to do water caustics in UEFN. I ve tried multiple times and I couldn’t get the optimal result with the textures blending together rather than an overlay of different textures, because only materials are able to do that, at least from what I tried.
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Atm TOD in UEFN is not showing the in game TOD but has a preview slider intead. Would love if there was a toggle button there to show the island setting TOD instead of the preview, especially for cases when its random or it moves.
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Any plans for exposing the TOD as a variable that verse can see and control? Like if its 15:00 that would be something that verse can see, so we can do events etc. Also the ability to control the TOD through verse (if that’s a thing already lmk, I haven’t dug too much to it so idk)
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Is there an accurate way to see what lighting looks like in Nintendo Switch? So far there is no setting combination or preview that shows exactly how it looks like and its hard when making atmospheric settings when one platform sees nothing (some auto exposure settings cause Switch to be super dark)
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Any plans on supporting Lighting scalability managers with PP volumes, VFX creators, VFX spawners, Niagara particles and day sequence devices? I found that to be impossible with the current tools (and provided utilities, current lighting scalability manager doesnt disable/enable PP volumes, only toggles actor visibility on meshes, very limited functionality). VFX Creator effects create glitches on Nintendo switch and I tried using it to prevent them, but it didnt work the way I wanted it.
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Could you explain how fog works in day sequence device? I could never figure out the settings and how to make controllable fog based on height or distance, I usually just experiment until it works on a couple platforms.
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Any plans on having a consistent look for fog settings and PP effects on all platforms supported by FN? Or to allow us to control how the game looks on various platforms (see question 10).
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Any plans on enabling the stencil buffer so we can bring PP effect to the next level? I know a lot of creators have been asking for that feature (and if there is a toggle setting to enable that on the player too, from island settings, that would be perfect).
Bit of a random sidenote, I absolutely LOVE that you can change the light settings on existing FN props, it helped me so so much with my projects. Would love when copying a prop in live edit, that has customized light from UEFN, to keep the custom light settings and not default to its original version.