Can anyone tell me where in the engine files I can find, or just tell me the formulas used in the engine
to recalculate normals? I have been trying every method possible to recalculate normals with blueprints and it is not working correctly, or other things are interfering with them.
I will eventually move on to modifying the engine itself because of this jank, but for now I would like to now EXACTLY how normals are calculated (the formula) in the engine.
Noticable problems if devs read:
double sided materials don’t have added normals, use the planes one sided normals so one side
does not reflect correctly.
emissive color does not work with moving shaders (sinewaves) and has to be bright.
shader size to world size is not accurate, and shader does not scale to match world mesh size.
sine–>multiply does not work correctly while sine–>exponentpower does
normals at the peak on steep wave work, normals at the bottom work, peak and mid normals do not blend (geometry issue but also annoying) creates noise between peak and mid.
they don’t pay me for finding these problems that the community can’t find because they are all just biting the bullet and using plugins.