Hello,
Some issues i’ve been struggling with:
-Lighting : Cove lighting (recessed indirect) or linear lighting (even lighting along a path) - i realize this may be more technique rather than FAQ though
-Materials : World-based UV applications? i.e. tiling /blend based on distance? I still don’t fully understand the landscape material in the landscape marketplace example, so maybe it’s just me
-Post Process: in UDK I used post processing mixed with Scene depth priority to achieve certain fx. since SDPG is gone now, what other strategies can be used to tackle draw order? (this is sorta a material issue too i guess)
hopefully this stuff isn’t out of scope, and thanks for the already awesome guides!