We do expose some PP effects in /Fortnite/Lighting/PostProcess, but you make a great point and shipping more effects, particularly those creators can learn from is a great idea. I’ll bring it up with the team. Thank you for the suggestion!
We do not have any plans to expose the Skydome device to UEFN. The Day Sequence device is intended to be its replacement. While we understand that the Day Sequence device does not yet have full parity with the former Skydome device, we are actively working to bring that up to par. For example, enable/disable events on the Day Sequence device will be coming soon.
The fog settings on the day sequence device directly correlate to the settings on the exponential height fog actor. Please refer to the Unreal docs on that component. For more control you can also disable the fog component using the day sequence device and place your own fog actor in the world.
Lighting is a complex issue specially when developing for different platforms. I would recommend that you start simple, use the tools provided with their defaults as they have been tuned to work as efficiently as possible. Try to get to your final look with as few lights as possible and constantly check scalabilities in the editor to see how your lighting is affecting all the game areas. once you are satisfied with the general look give it another pass at secondary lighting like Fill lights and accent lights there can also be a tertiary layer of self illuminated objects that will add visual complexity without too much expense. But this is just a very general philosophy. at the end of the day all projects are different and will require some trial and error.
While we are unable to comment on future plans, we do appreciate such questions as they help inform of us of your interests, so thanks for that!
While we are unable to comment on future plans, we do appreciate such questions as they help inform of us of your interests, so thanks for that!
There are a few ways you can achieve this. If you are using The “Fortnite Time of Day Manager” / “Day Sequence Device” then that already has some under the hood controls to make it work in different platforms. However you could also use the “Lumen Exposure Manager” on top of the “Day Sequence Device” which contains 2 Post Process Volume ( Non Lumen post process and Lumen Post process) that will allow you to tweak your look depending on scalability but it will be more expensive post proces stack. If you are using the “Environment Light Rig” then you dont need to use the “Lumen Exposure Manager” since this device has included 3 Post proces Volume in it (Lumen Exposure, Basic Exposure and Color Grading). Last but not least is the “Lighting Scalability Manager” which is a device that can help you chose which lights and or meshes are used depending on scalability.
While we are unable to comment on future plans, we do appreciate such questions as they help inform of us of your interests, so thanks for that!
While we are unable to comment on future plans, we do appreciate such questions as they help inform of us of your interests, so thanks for that!
While we are unable to comment on future plans, we do appreciate such questions as they help inform of us of your interests, so thanks for that!
(Sorry I sound like a broken record here!)
Thank you! I am doing it but in a very different way right now, because I could not find a way to manually control the sky using Verse in game.
In medium scalability, Lumen Global Illumination is off. So, what you see is distance field Ambient occlusion.
Here are a few general suggestions to take into consideration that I noticed other people had issues with too.
In medium scalability, Lumen Global Illumination is off, so you are left with Distance Field Ambient Occlusion. when you are creating geometry from scratch using the modeling tools, especially with Boolean operations try to not to make them too large in size. the simpler the meshes the better. IF you have a mesh that is too large or is not a closed mesh (air tight)with all its welded vertices and edges you will find some of these undesired effects. Try to split the mesh into smaller chunks and see if that helps. Inspect the mesh with the modeling tools and see if there are any un welded edges.
Lights from the “Lights” menu under the + menu in the toolbar don’t affect GPU memory in any significant way, but they do affect speed, especially if they have shadows enabled.
Thanks for the feedback, it’s something we are thinking about too. The issue with stencils currently is that they could potentially conflict with stencils used by some characters, or possibly other Fortnite materials in the scene.
When lumen is disabled, my jungle landscape material has orange patches of grass in the top left corner of my island. Why is that?
The light renderer creates a light at each position. Its effect would be to light other things. It can be used either at the emitter level (one per emitter, most common, say the core of an explosion) or per particle.
The lights are considered “Simple Lights” and are cheaper than a light component and mostly cost overdraw/pixel fill and don’t typically cast shadows. They also typically don’t have exponental falloff which bounds their radius of pixel influence better than inverse square.
The feature needs to be used with care since it can quickly get expensive and the guidance is always to use sparingly.
Niagara supports lit particles, as long as the shader is in lit mode, and can be per vertex directional, nondirectional, or per pixel. Niagara sims can also cast shadows.
Hi, this sounds like fascinating work! I just wanted to point out that this AMA is focused on Unreal Editor for Fortnite (UEFN). I’m not sure if you are interested in doing this work in UEFN, or regular Unreal. UEFN currently has a more limited feature set than Unreal, so the answer might be different depending on which you are considering.
It looks like Rect Lights (aka area lights) in Unreal/UEFN do support IES profiles, but I don’t know if it would apply in a physically accurate way for a long tape light for example. Large or long area lights in general have limitations in real-time renderers since they are difficult to cast accurate shadows from in real-time.
I am not familiar with AGI32. However Unreal lights do support physical units – lux/lumens/candelas depending on the light type. There is more documentation about it here: Using Physical Lighting Units in Unreal Engine | Unreal Engine 5.2 Documentation