This inconstancy should 100% be fixed as a default for everyone.
However a workaround you can do is set your editor to ES3.1 and set up some lighting that will only be shown on switch.
Then use the lighting scalability manger and add all the lights to it and set them to only show on low settings.
It’s a bit junk but it works.
Can also throw any actors in the scalability manager to enable disable for different settings, having PP volumes in here is another thing I’ve played with to balance this.
Combination of this and the feature level switch node in the material graph has been getting me by, barely.
The lumen exposure manager just doesn’t cut it alone yet, mainly the lack of bounds/volume size settings on it really makes the whole lighting setup in UEFN cumbersome.
It’s already come so far though and I’m sure it will get better.
I believe it’s because Switch doesn’t render any lights, I really think we need a way to block platforms from accessing content, honestly. I’ve just started to not care if it works or not, my target platforms are PS4 and above, if those can run it, the map is good to go.
Im glad you said it. Trying to get things stable on switch let alone optimizing is an uphill battle. Its also impossible to find any documentation on the shader support for the Nvidia Tegra or any information in context for that matter.
I randomly get blotchy landscape and textures on switch. Also some nodes just dont work on switch but fine on android, like depth fade, it screws with the viewport on switch, luckily we can use old depth fade techniques here.
You can change the renderer in UEFN to a few things but none of them reflect the nintendo switch 1:1
Best workflow is to launch your live edit sessions on the switch, alot of changes dont need a recook these days.
But it still sux, plus Epic disabled the ability of any asset/actor to be manipulated with the scalability manager so another beneficial workflow disabled because they just dont get it. It was so easy to just have a whole other setup that would switch out for low settings etc. It just doesnt work anymore
I could never get the scalability manager to work correctly. I could only turn visibility off with meshes but that was about it, no particle effects or PP volumes are supported with it, wish that supported more