So im testing the UProceduralMeshComponent and trying to build a Minecraft type terrain. The lighting looks overall good, but somehow the caves are bright and I don’t understand why.
Im calculating the normals like this: for faces facing up, i add the Vector::Up as normal. The same for faces facing in the other directions. Im not sure if thats the problem. Im also not generating tangents since it takes a lot more time and the result looks bad.
As for the lights, im using the actors that you get from the env. light mixer. Everything is default.
Any tips on how I can make the caves look pitch black? I have made caves with static meshes and it works fine so im starting to think it might be the procedural mesh.