I’m creating a game that utilises a lot of emissive materials. Within the editor, these look fine. When playing the game with a single camera view, they still look fine. However, after using the blueprint node to create a new player and use splitscreen, the emissive materials completely change. They become flat and lose any sort of bloom or glow around them. I tested this in a level within my game (4.6), a new empty level in my game and in the 3rd person template game in 4.7 with all the same results.
Thanks for the report. I was able to reproduce this and have submitted it to our internal tracking database (UE-7627) for further investigation. This fix should be included in a future update to the engine.
Investigation into this issue has shown that the main issue is the bloom effect rather than the post processing. When the bloom is enabled there is a an artifact on the split separations when the height is not a power of two (Assuming we are splitting horizontally). This artifact happens because of the power of two down sampling of the target that contains the 2 screens. Disabling the bloom is the intended behavior to remove the artifact effect.
Wouldn’t be nice to have an option? Or is there one already?
I suppose can start with it disabled and let programmer enable it, I’d guess it doesn’t look all that bad in all situations?
Sadly bloom does a lot for many games, some even base their look on it and disabling it makes them look ugly.
In the 4.11.0 source code from GitHub you can edit the if(bIsSplitScreen) block in the ShowFlags.cpp file. The block begins on line 337. If you are using 4.11.1 or another version the line number may be off slightly due to changes in that file.
wondering if you ever fixed this… i followed the steps below for changing the showflags.cpp to include bloom and motionblur but how is that related to emmisive materials, I didn’t see any change , my splitscreen still doesn’t show emissive materials glowing…