Light/Material Issue

Hello,

as you can see from the first picture everything is as suppose to be, however in the second, when the camera is far the wheels gets white.
To specifies the wheels are blueprint but they holds the same material of the pipes.

I have multiple rooms in my game and they have the same setting but only in this room I have this problem.

95232-morality+-+unreal+editor-000088.png

95233-morality+-+unreal+editor-000087.png

Do those meshes have LODs? It looks/sounds like there are LODs there whose material slots are incorrectly assigned.

Hello,
No the mesh doesn’t have any LODs, the interesting part is that I have 5 rooms and nowhere else is doing that, same lighting too.

Thanks.

EDIT:
Sorry, I noticed that also in the other rooms happen but much further, but if I’m out it doesn’t, as you can see from the picture.

That is very odd :confused: may I see what your material setup looks like?

Sure, I would say is the simplest material ever :smiley:
I use an instance bit more rough, so even less reflection.
The static mesh does not have this problem, it happen only when I use it in the blueprint. I’m sure is something really stupid.

if it can help I noticed that few other static object get really white, but they all fix once the light is built.

Thanks for trying to help me very appreciated.

I’m guessing it has something to do with the way you’re a)scaling your UV layout AND b) scaling the brightness of your texture. You should use a Scale UVs by Center node to scale your UVs, and use a Blend Lighten node for your texture, or actually go in to the texture object and tweak the brightness/brightness curves there :slight_smile:

Best of luck to you!

Kind of incredible but I realise is something to do with the movable light and movable object in the scene I tweaked the directional light setting and it suddenly fix it. However, I don’t know why is happening.

Thanks again :smiley: