I have a lot of emissive materials/meshes in my level and when I place a sphere reflection capture it highlights those emissive materials even through other meshes.
Is there a way to prevent this?
Screenshot:
How it looks:
How I want it to look(emissive materials are turned off for this but I still need them in the game):
If you set your emmisiveness up as a parameter in your material, you can assign all the materials to be non-emissive by default, and in your level blueprint just set them back to emissive on begin play. that way, they aren’t baked in to any of the reflection capture actors or lightmass, but they still show up in game.
Alternativelt, just place more reflection capture actors around the troublesome areas so that the emissive bits dont ‘bleed’ through the walls
Instead of using an emmisve to get color on your object. Which it seems like thats what you are trying to do. Multiply your base color with a vector parameter, which you then choose the color.