How do I make a specific area dark?

Something to think about

Yes, although for me to see what’s going on I guess you’d need to divide the coordinates so the the grids are bigger. I can’t tell what’s moirĂ© vs the grid actually moving.

But what you’re looking for is if the grid is actually stable. When the player or camera moves, the world coordinates should remain the same. If that’s not happening, and you aren’t somehow altering world coordinates, that only leaves the bug Arkiras mentioned.

It works for me, as you can see above
 :stuck_out_tongue:

Should work fine if your screen percentage is set to 100

1 Like

Screen percentage is set to 100. But still doesn’t work.
But, I played around with display resolutions. Anything above 1600x900 doesn’t work. But below that, and including, all fine. I’m on Windows.

I tried a smaller level, and the grid moves. So it’s probably that bug. So I guess at this point I can only wait?

Rather than using the world position node you could try reconstructing the world position mathematically from the depth buffer.

See: Depth to World Position - #3 by pylb

As far as I know this bug has existed since UE4 when temporal upscaling was first introduced, it has been reported and closed multiple times and will most likely never be fixed.

1 Like

Thanks a lot, guys. There’s another issue that it’s not working at runtime at all.

Obviously you need to change the collection parameter at runtime :wink:

1 Like

Derp, sorry, I’m a noob.
Good news is, even if it doesn’t work well in the editor at higher resolutions, it seems to be working fine at runtime. I tried 4k and it’s fine. Fingers crossed.

1 Like

Late update on this: NOPE, still doesn’t work. I was wrong, monitor resolution has nothing to do with it. Apparently it’s FXAA!?? :person_shrugging: Turning it lower than HIGH, makes the issue re-appear. I didn’t experiment with any other scalability settings though. I have FXAA settings in my settings menu, which I’m changing through the console command node. That’s why I was able to catch it.
I even tried it in a new project, and it’s the same. Granted, i had to migrate many of my assets to the new project, so if it’s any of them causing it, i don’t know, but it’s not that many and it’s only stuff made in engine, nothing imported. I have no 3rd party plugins installed either.
At one point, I thought maybe it’s because I have a Persistent level + a streaming level loaded at the same time, and maybe Absolute World Position gets confused that way? But I tried it in a single level on its own, and same issue occurs.
Completeley lost here.