Terrain tesselation and dynamic shadows

sure thing, here it goes

everything appears to be the exact same tone of grey though, I don’t see any of this white vs more opaque polygons. it’s just a more dense wireframe on the exact same shade of grey.

and to re-iterate, this wireframe is with a Tessellation Mutliplier of 1.0 in my material instance. only with a value of 0.0 do I get tessellation to appear completely removed. so a factor of 1 really does subdivide my triangles.


these are my landscape actor settings in case you’re curious

as you can see I push the LOD distribution a lot and the far away mountains are really low poly.

changing the TessellationComponentScreenSize and TessellationComponentScreenSizeFalloff values do have an impact on the falloff as you say, so that seems to be working correctly. but of course lower values than my current 1.0 means even more tessellation