Let’s just say it doesn’t work at all. is there something I’m missing, or did i break it somehow, or is it just broken to begin with? I followed the steps to the letter and haven’t changed anything about the plugin, so I’m not sure what’s going on
In case anyone else comes looking for why your full sphere impostors are broken, it is because there is a broken static bool parameter inside the Imposter_ThreeFrameBlend material function - one of the “Full Sphere” params is incorrectly named “Full Sphere_3” so the impostor baker blueprint can’t find it when you change to using a full sphere.
If you remove the _3 from that param and save, it will work again.
Hi, I’m on 5.3 here and the full sphere impostors still don’t work, despite a change in the shader.
The fix shown above does not longer apply.
With a bit of inspection I found out that the material created with the “full sphere view” option still has the “UpperHemisphereOnlyImpostor” checked. Seemed like an error, so I unticked it, and it gave much better results.
However, there are still issues while looking from under the asset : at low angles, some artifacts will appear on top of the impostor, and when looking from directly under it the result is a mess.
Horizontal view:
Low angle view:
Vertical view from right under it:
I don’t know if anyone else bumped into this issue, but I thought it could be useful to revive this topic.