Going into unlit/unshaded mode turns all skin textures 100% white

So this is pretty wack to say the least but it’s true.

I cycle though the different view modes and like using unlit/unshaded especially.

Pretty much everything I do rendering wise is done via console commands which I absolutely love using but that’s a different story.

When I go into unlit/unshaded mode - everything and I do mean everything in the scene will do exactly what I want: the lighting disappears. And all shaders are disabled - leaving textures completely flat.

But there is one exception to this and that is in the case of the skin of my human characters. It turns 100% white. I have absolutely no idea why this happens. Not why it only happens while in this mode.

I’ve spent hours trying to figure out why this is the case. I asked some other people about it too who are way more familiar with Unreal than me but they also don’t know.

Is there something I’m missing about human skin being rendered specifically in unlit/unshaded?

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Hey there @jSm3k! Depending on the character, if there’s more going on outside of the base color of the character it won’t be shown at all in an unlit environment. I believe metahumans suffer from this due to their complex material setup, but I haven’t seen any other’s that fit the bill. Are you using MH or a custom character? Does the character have multiple materials?

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Yeah it’s a metahuman.

The really strange part is that is that this issue will occasionally not occur which I don’t understand.

And in some cases it will occur but not with the main character - only with NPCs (also metahumans).

It’s really frustrating:(((

Been trying to ascertain if it’s just shader complexity or what other factors are at play here to get you a definitive answer, but so far I haven’t found one that covers all instances.

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The same mode also overexposes the hell out of my skybox texture for whatever reason.

I’ve been stuck with these issues for about 3 days. Thinking about quitting altogether

I wouldn’t worry much about the unshaded view being a bit off since it’s just in editor, as if your game is intended to be entirely unlit you’d just use the unlit materials and they don’t have the same sideeffect (if done correctly).

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It’s not just in editor though. It’s also when I’m running the actual game and via console commands go to unlit/unshaded mode. I’m not kidding when I say i probably spent more than 4 hours yesterday trying to figure out why my skybox texture in unlit/unshaded mode becomes overexposed - which I never did find out.

I don’t understand why enabling unlit/unshaded mode doesn’t just turn everything in the game world into completely flat base textures. That’s all I want… Why do i need to apply a material to everything in the game world? Doesn’t that defeat the purpose of the unlit/unshaded mode??? Why is there a difference between the two?

Then just make your own post process effect that does it? Takes all of two seconds…

Change the blendable location to “After Tonemapping” if you want the output unaffected by exposure. Its in linear color space so you may need to convert it from Linear->sRGB

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did you ever fix this problem? just ran into it :confused:

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I also faced this issue and all I did was change the Shading model to Default Lit and it fixed it for me :smiley: