I am following this tutorial to make a mesh I have affect the material applied to another object. However, when I move away from the object that generates the mesh distance field, the affect abruptly disappears and no longer seems to affect the material it previously was. When I zoom back in the affect reappears. The affect on the material seems to disappear after moving roughly 20 meters away (20,000 unreal units, although I have not calculated specifics) when I want the affect to be visible from thousands of meters. So far my searches on increasing this visible distance have yielded little result.
I increased Distance Field Shadow Distance from 51,200 to 100,000 to 500,000 with no affect. I changed the light color just to ensure the light I was modifying was the light being cast onto the object, which it was. I am currently visualizing mesh distance fields and at the distance I mentioned previously (~20 meters) the MDF disappears.
I also increased Far Shadow Distance from 300,000 to 800,000 to 10,000,000 with seemingly no affect on the MDF. You mentioned that distance tweaks would come with a cost, however I saw no decrease in framerate as I modified these values which leads me to believe I may be doing something wrong.
That seems to be headed in the right direction! Increasing that value to 1,000,000 allows me to move much further away and still see it. However, when I increase the value past that, to say 2,000,000, the effect isn’t visible from further, and if I set it to 3,000,000, the effect breaks all together. I imagine the next step may be console commands
Also unrelated to this, and if I need to make a new post for this question LMK. When I move far enough away from my ground, this object (the one I have generating the mesh distance field) renders above the ground, and I’ve got no clue why - attached photo. When I make the object clear this of course no longer happens, but the affect generated by the mesh distance field no longer appears.
Unfortunately I wasn’t able to get it working as I intended, but again after further research I believe that to be an Unreal Engine limitation and one of those things where you just can’t do anything about it because thats how Unreal was created. For sake of simplicity, your second suggestion got me the furthest and was basically the solution. Thankyou for your assistance!