doubt it. If its like .26 they are just going to break the wheel and work a year (or longer) to fix it again
Iām happy with my DOT solution, itās not all encompassing (looking outside when inside has waaay too much glare), but it performs well and makes the environment playable.
Itās probably the same as going outside at 12/high noon, looking at a white surface while the sun shines on it for a couple min, and going back inside.
overly realistic, you hit the coffee able and cuss at it because you didnāt see it.
unfortunately this has the potential of happening in game even during the night cycle. But since it slowly āadaptsā you can eventually see just fine.
If you want a more dire solution. Run a trace from the player to the skylight instead of using the dot.
alter the values used to render based on the hit result. If you get a hit you are in a dark area.
The benefit of that is that
a) you automatically know if you are in a shadow (making something like thief).
b) you can account for a TON of situations always by using proper collision channels.
C) you can make a BP you just drop in level that keeps track of everything. Failry simple to do and you can eyedropper select components. Light, skylight, etc. And even run one for every active player controller dynamically if you are making an MMO or something similar.