Missing Red Tone in Actors Colours

Hey all,

Ok, this one has me a little baffled…

I have created three different materials instances, one’s kinda red, one’s kind blue, and one’s kinda green. When applied the Blueprint actors look like this in the Content Browser.

299063-invaderinstances.png

(the white one is the base/parent Blueprint actor)

They are applied to actors that spawn in the level. Yet, they all look wrong. They all appear to have the red tone missing from them.

This is until they move much closer to the camera, at which point they seem to start looking as they should.

(note, I have a UI panel over the top here so its got a little less alpha, but you can see that some of them are now looking green, and some are looking blue, if they could move further down the screen the top row would look more red).

I thought I had a fairly basic/empty level, there’s no post procesing volume, so I’ve not fiddled with any settings there. I have a directional light, I’ve only change the intensity, nothing else. I have fiddled with the camera, but mainly its position (trying to get everything to fit) and things like field of view etc.

If I goto File-New Level and drag the Blueprint actors straight in, they all appear as they should.

The level they are in was created by right-clicking in the content browser area and initially started as a completely empty level, e.g. now floor, directional light and so on.

Any thoughts would be super appreciated! :slight_smile:

I think this might have something to do with LOD settings. If you double click on your characters mesh, in the details panel you will see the options for LOD. I’m still kinda new to all this so I don’t know exactly how to fix it, but maybe you could figure it out

LOD changes the way your mesh looks from certain distances, that’s all i really know

Just nudging this to see if anyone has any thoughts on it. For the life of me I can’t work this one out. No idea why the red seems to have left anything until it gets really close to the camera. I’ve even tried moving the camera to be face on to the actors and that made no difference either…

Hi,

Thanks for the reply.

Is that Project Settings in your screen shot? You mentioned about the mesh but when I select that I don’t see the options you have above.

Ok, so I’ve worked it out!

The assets came from one of the Unreal sample projects and had materials with them. The materials were set up in a way that had values for a fade height and a fade size. They also used two different colours. The idea being that when the asset using the material was above a certain height the colour would fade out to the second colour. For the most part, my actors were always above this height, right until they got to the bottom of the player space which was set at world 0. At this point the fade wore off and they returned to their standard colours.

SIGH

I can’t believe how much hassle this caused - so glad its over! :slight_smile: