I meant the "shadows " settings scalability
I followed everyoneâs instructions on PP volumes and my cave looks like Mousevirusâs above as well âŚ
The main things are
-
Turn off auto exposure
-
Reduce the skylight ( maybe )
I downloaded the fog sheet blueprint from the Blueprint sample in the UE marketplace, migrated it to my project and made the fog black and it worked ^^
Iâm not sure why these didnât work for me. I ended up using a fog sheet instead. Thank you for your reply though ^-^
For those who still may not have figured it out, what worked for me was Project Settings > Engine > Rendering > Global Illumination and set Dynamic Global Illumination to either Lumen or Screen Space
But what if you provide graphics option for the player to set the shadows to low?
Nope. Doesnât work. Copied it exactly.
Presumably you saw this
Thatâs it in actionâŚ
Yeah. But it doesnât work for me and I canât figure out why.
I need certain areas in the game, like certain enclosures, to be completely dark. I can achieve that by just blocking light, but what if the player turns shadows all the way down?
So thatâs why I was interested in this.
This
is meant to be a parameter. Itâs the position of the effect. If you donât change it, the B&W area will be at 0,0,0
Do you have that?
I made a BP
Using a collection parameter in the material
I just copied everything again, but doesnât work. Is there any special setup for the blueprint that i should do or something?
Edit:
Nevermind, apparently the darkness was there, just way out to the side of the blueprint gizmo.
How did you make yours be at the center of it?
The location of the BP is getting passed to the material by the construction. That should do it, no?
It does, but somehow, that darkness position changes according to the camera position for me.
So if I pan around the viewport or move in any way, the position of the dark area changes as well.
I checked it out, I donât have that. Are you doing something different, like using third person character, orâŚ?
PS: Power node works better than just adjusting brightness
Nope. Iâm in first person.
Unless you post screenshots of your material and the blueprint creating the MPC, we will be the only ones in the dark.
So, first I created the material parameter collection:
Then I created the material:
Then I made the actor blueprint:
And Iâve put it in the level as you see in the gif above.
Given that the construction script is setting the MPC value, we can be sure that the value isnât changing. The only other part of this equation that could change is the world coordinates. It seems like the changes are based on the viewing angle - so itâs related to FOV. Are you using a panini projection or some kind of effect that could be altering the world coordinates based on view? If youâre not sure, just plug the world coordinates into a frac node, and then into the emissive so you can see if the grid changes as you move your camera.