Emissive properties not seen once packaged for standalone Quest3

Hi there, can anyone help me with emissive colours onto the quest using Unreal 5.3 If I play it through the PC it works fine but once pacakged and sent to android/Quest 3 all the emissive properties have gone leaving very bland look and colours. I’ve been stuggling for months with this. If anyone can give me any assistance it would be very much appreciated. Thanks you so much in advance

From PC

From Quest3

This is the one and only thing I can find on google, but I don’t understand what it means. I presume its C++ code if my game was C++ instead of just blueprint based. Even if it was I don’t understand what is being explained here. Can anyone else translate please.

"I know this is an old question but I noticed that, as of 2023, the problem still persists, so maybe this can help somebody else. Basically in order to make emissive materials work on Quest you need to activate the “emissive” flag and set the emissive color to a very low value (i.e. rgb = 0.1f,0.1,0.1f) before deploying it on the headset. If you check the flag but leave the color to Black (i.e. rgb = 0.0f,0.0f,0.0f) it won’t work (looks like a bug).

If you use that setup, you will then be able control the emissive color at runtime using:

mat.EnableKeyword (“_EMISSION”)

mat.SetColor (“_EmissionColor”, Color.red);

Surely there must be other users out their using UE5.3 and above trying to create standalone quest games with emissive properties???!!!??!!?!?

Many Thanks in advance
Jeff

Hi there @Krust76y,

This topic has been moved from Community: Showcase to Rendering.

When posting, please review the categories to ensure your topic is posted in the most relevant space.

Thanks and hope this helps to get you the answer you’re seeking! :slight_smile:

Hi there, so sorry. I thought I had selected the correct area. I wouldn’t have stuck it in showcasing on purpose. Think I was aiming at Community discussion and industry (which would still have been wrong :joy:) Anyway thanks you … Here’s hoping as its so frustrating.

1 Like

No worries at all! Thats why I’m here :slight_smile: Welcome to the forums and hope your question gets answered soon. :crossed_fingers:

I appreciate that it’s over a year since Krust76y raised this query, but I thought it worth posting to help others who are heading down this particular rabbit-hole.

The first thing to know is that the quoted info is for Unity, NOT Unreal. (That same “advice” has been unhelpfully posted in a couple of UE forums, but it originates from a Unity forum.) The commands shown are C# code to control a shader – essentially Unity’s way of doing Material Instances.

Secondly, I doubt that translating the Unity C# code to a UE Blueprint/C++ equivalent will help. I’ve had this same issue with my own UE 5.4 Quest project: emission works fine previewing on Quest via PC Link (which uses the PC’s GPU), but not on the standalone package (which uses the headset’s GPU). I suspect that Unreal’s packaging process may be deliberately disabling emission to keep the game within the tolerances of the headset.