Question about the new sky component and the metallic property.

Hello MartinGFA,

Everybody begun somewhere, so first a few tips on materials: If what you want to depict is not metal set it to 0, otherwise set it to 1. Unreal Engine 4 uses the PBR-metal workflow, meaning it uses a physical accurate shader to render all kinds of materials, distinguishing between metals and non-metals (also known as dielectrics). So a metallic value not strictly equal to 0 or 1, doesn’t make a lot of sense. The second point is because this is a PBR-metal workflow, one doesn’t usually mess with the specular value, if you’re going for a PBR-specular workflow sure, but make sure you’re consistent throughout the whole project. That said, that only applies if you’re going for photorealism. My third point would be, avoid using if or branch statements as they’re not very performant on GPU’s, you can use linear interpolation instead. Conclusively, this isn’t meant to tear you or your work down, those are just some guidelines, I’d recommend following. Further I recommend this article of the Unreal Engine 4 documentation: Materials | Unreal Engine Documentation .

Now to your problem, I guess you’re using the new Sun and Sky actor? Make sure the SkyLight component, found inside the Sun and Sky actor, is set to capture the scene if you want the skybox to be reflected inwards. There might also be the problem that the intensity is to small, so you might want to adjust that. But bear in mind that you’ll also increase the ambient light for the whole scene with that. Also you can read up on this article on the SkyLight itself: Sky Light | Unreal Engine Documentation . And for the new Sun and Sky actor: Sun and Sky Actor | Unreal Engine Documentation
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Hope that helps. If you’re in need of further assistance just let me know.

Regards,

Vecherka.