I am developing my first project in UE4 for mobile. It’s not a kind of roadblock that I’ve hit, instead its the quality settings that i need info on.
Ok so far so good, the issue that i face i that my camera is positioned about 3500 units away from the character, with a very low FOV.
I’ve setup a Stationery Directional light in the scene.
Now, when i bake lighting for movable objects (light as if static), which are already in scene, i get nice shadows.
I don’t get the same on the main actor. Why is that?
Also when i preview this in the iPhone5 and iPad, the block texture seems to get blurred, as if to have no information on it at all.
What settings do i need to tweak.
Also when i preview this on the devices, the edges are very sharp and rough. To an extent that the character seems invisible in itself and looks like a walking stick.
I have a requisite to keep the character this small. Can someone help me with how to get about with these issues in the editor.
I also read a similar post on shadows and rendering with options such as …
r.Shadow.FadeResolution - controls how big the light has to be on the screen before it starts to fade out.
- Default Value: 64
- Can lower this value to keep shadows from fading out at further distances
r.Shadow.MinResolution - controls how big the light has to be on the screen before it finishes fading out, at which point it no longer has cost.
- Default Value: 32
- Lower values seem to increase shadow visibility.
r.Shadow.TexelsPerPixel - Causes a higher resolution to be assigned and then it should fade out less aggressively
- Default Value: 1.27324
- Can increase this value to improve shadow rendering visibility & quality
- Default Value: 0.03
- A lower value of 0.02 or 0.01 greatly increases shadow visibility at far camera distances (seems to have the most impact of all the console commands).
I have no idea whatsoever on how to use these. Any help would be great?
Have a great day.