Brown blobs on all my meshes

For some reason recently a lot of meshes have these strange brown blobs on them:

This is a default engine cube with basic shape material, in the mesh editor!

I have a lot of meshes like this. I haven’t edited any materials, and I’m thinking it can’t be lighting because this preview in the mesh editor uses dynamic.

Does anyone know how to fix this?

Thanks…

Looks like maybe part of the cubemap scene in the background is casting onto the surface of the cube. Tried changing the preview settings? Might be able to use it to narrow down the cause/effect.

I have noticed some strange behaviour with editor spheres in the preview too. They are completely dark on the bottom. However I know it’s something with the lighting in my case since it disappears when using an unlit material. If it’s caused by the same thing this might be a bug that needs fixing. I don’t know how to recreate it or fix it though.

Thanks for your reply, but the problem is also in the game ( where I care about it! ).

The only thing I can think of is I was meddling with the scalability settings in the editor. Put it right down on ‘low’, which caused a massive ( 20k ) shader compilation. After that I put it back to high, but I don’t know if it’s ever been right after that…

Thanks for your reply, see my reply above :slight_smile:

That’d be suspect. I did that before too, and with the shader compilation suddenly initiating in the thousands. I just closed the engine, and re-opened it lol. Are only static meshes getting the issue? Is there any dynamic lighting in the game world / level?

I had an issue with shadows appearing on the other side of geometry (such as under the floor corresponding to where the meshes were located), and those shadows were of a low-res, splotchy appearance. I got rid of those by modifying Light Propagation Volume settings in the Post Process Volume.

It looks like the blobs correspond to the mesh’s complex UVs or collision bounds.

I’ve since ascertained it’s something to do with mesh distance fields, specifically self shadowing.

If you jack the self shadowing on a mesh up to 200 ( from zero ), it’s ok. But I can’t do that for every mesh in my project…

I’m going to use the launcher to validate the engine…

I get this weird effect in the material preview and mesh editor. And levels of course. See just above about MDF self shadowing…