I have question regarding the SM_Fluresocent_hanging_light from the Reflection demo. I have migrated (mesh=mat) this into my own project, but for some
reason it not emitting any light. Or is it using something else too? / option that’s need to be turned on… like use emsive?. Some other option.
I also have similair question about the P_Blizard_hint from the Cave_demo. For some reason I can’t get it to be very dominat in my own project. You can hardly
notice it. How can improve this, so it more noticeable? I’m using it for walking into a snow storm attached to my socket. I’m not sure why I can’t get the Effect to be any stronge, Thanks alot.
I’m not sure what you’re talking about, but Emissive materials can’t emit light, they can only glow. With LPV it can contribute to lighting in a way but not very good.
The material itself is not emitting any light, that hanging light is a BluePrint which contains a SpotLight Actor that’s emiting light and there is also a separate Emitter for the Sparks which is emitting light.
Thank you both. Sorry for misunderstanding but I meant the glow as well… I understand that you need the BP too. When I place the BP with Spotlight actor it still isn’t giving any glow!! What could be causing this? I even did a copy&paste of the mesh. This also didn’t do anything. Thanks
As DarthViper has mentioned I’m not sure if you’ve got this set up correctly.
Here is an example of a light mesh I have. It has several material elements and I have one element specifically setup for my light bulb.
I know you’re using a BP here but we’ll need to see the static mesh with the material elements listed out similar to what my image indicates. This way we can better direct you on how to get your emissive working for the lights.
As I mentioned I have just migrated the Mesh from the ReflectionDemo, So basicly everything comes in. Included a screenshot from the material elements.
I’m very curious why the glow isn’t showing up.
If you mentioned before that you got it from the Reflection’s Demo I may have missed that. Sorry.
Anyways, I’ve looked at the asset and everything is working correctly. The way that it is getting the look in the Reflection Demo is because there is some tricks being utilized through the Post Process. Bloom is increased to get the glow you are seeing and some of the other things that are adjusted.
If you didn’t want to use a Post Process necessarily you could open the Emissive material there and change the FlickerBrightness parameter. It’s at a relatively low number. But increasing it you will get a lot of bloom off it.
Again, alternatively you could get that same effect through the Post Process as well.
Here is the original mesh in a new map with no effects:
Hey Decorix, you did everything right, the problem is that the flicker in the Reflections demo is controlled by the actual BluePrint and embellished by post processing effects. If you hit ‘Simulate’ you will see the emissive flicker.
If you want it to stay constantly emissive you will want to find the materials instance called ‘Emissive_Inst2’ and under it’s ‘Paramater Groups’ > ‘Scalar Parameter Values’ check and adjust ‘FlickerBrightness’ and if you want to change it’s color that’s under ‘Paramater Groups’ > ‘Vector Parameter Values’ > ‘emissive color’.
Now if you change these values the light will still flicker normally hen you Simulate or Play so if you want it to just stay emissive you would need to edit the blueprint or just use the static mesh by itself without the blueprint.
Thank you both for helping out. I never thought of looking into the material it self. when migrating I was expecting it to show up the same as in the
reflection demo. That’s why my first guess was its not working correctly. But as you can see, it works now. I will certianly look into Postprocess a bit more.
Again thanks guys…