I’m attempting to use the distance to nearest surface node to create a lerp near the edges of the wall, but it seems that the returned value is very blocky (of course after some division). I can’t replicate the issue in a new project, even with the same meshes.
Distance field resolution was probably changed/altered leading to less quality…
Not sure of anything other than those which would affect it between projects.
Its either an engine setting or a mesh setting, so at least that limits what you need to look into.
There’s nothing you can do about this other than cross your fingers and hope that the fix doesn’t get pushed back to 5.4
Going back, I can replicate it. I didn’t divide by a high enough number when I attempted to see if I could replicate it in a new project, so it looked fine. Unfortunately it seems this is not a problem unique to me as @Arkiras pointed out.
Wait, so it doesn’t respond to project/distance field settings anymore?
I think it does but I don’t know of any setting that fixes this particular issue, I think it is probably related to the changes to the global distance field to make it sparse in UE5
Edit: Looks like this is an issue with the global distance field clipmaps, with Lumen disabled it can be somewhat resolved with:
r.AOGlobalDistanceField.NumClipmaps 1
r.AOGlobalDFClipmapDistanceExponent 1
The quality of the distance field will be low, you can increase it by adjusting the r.AOGlobalDFResolution
setting, it defaults to 128, higher values result in better quality.
Problem is this doesn’t work with Lumen enabled.