Reflections on Mobile/Web black

Hey 8!,

You are welcome.

The reflection capture actor cannot see the HDR because it comes before the Ambient Cubemap is calculated.

Only use independent texture fetches in Materials. This means UVs in the pixel shader (BaseColor, Roughness, etc) must not be manipulated in any way, such as scaling. Use the new CustomizedUVs feature instead to do the scaling in the vertex shader. Some special features like environment mapping require math on the UVs and that is ok for special cases.

Regards,

I am currently facing the same problem. Could you maybe share your project where everything had been set up correctly so that the reflection is shown mobile device as well?

This would be awesome and a great help!

hi ,
I’m working with the 4.9 and I have the exact same troubles. I have a skylight with an HDR and there seems to be no way to make the reflection capture actors take it into account. So I’ve made à skySphere with the same texture, no results also. Do you have any idea about what’s causing this ?

Thanks

Could you provide me with screenshots so I can visualize what you are reporting in a new AnswerHub post, as this is dealing with Mobile specifically. If you are creating a mobile project, then we can keep working on this post.

A screenshot of your ‘Skylight’ and of your scene would be most helpful.

Thanks,

So, I’ve just opened the scene to do the screenshots you asked, and it actually seems to work now… The thing that worries me is that i don’t really know why. I’ll go on doing some more tests and keep you posted if i understand what mistake I’ve made. In any case thank you for your reactivity and interest. Cheers !!

Hey guys i am also currently working on a mini mobile game and i am having the same issue ? im working in 4.9 and have a scene reflection capture, skylight with cube map, and directional light in the scene. Please can someone help me solve this lol.

Hey VolcanicWill,

Would you mind creating a new AH post for this issue, as the original user’s post was resolved, and your issue could be resolved by another set of steps. This is done for tracking purposes, just in case users are experiencing an issue similar to yours.

Please respond to this comment with the link to the newly created post for your issue, and I continue to assist you there.

Thanks,

Hi

i have posted a link below of my new post :slight_smile: let me know what you think

I have the problem too.

Though I could set the Emissive Of the material with “Reflection Vector” To show the actors with metal material.

If the basecolor is solid color, the result would be correct.

But if i have a texture assigned to the BaseColor, the result is incorrect. Because it could show the basecolor instead of emissive

If i reduse the multiply of the emissive strength to show the basecolor texture, the reflection would be darker too

so somebody have the other way to resolve the problem?

I test the result in UE4.18