[=;223070]
Hey and -
Can you be specific as to how you are setting you Materials? Are they hard set or dynamically set via an Event Graph or Construction Script? Any information you can give us would help us track down .
Thank You
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Hey Eric,
Both sky and ocean materials (2 materials each) are created as a DynamicMaterialInstance in Construction Script of their respective blueprints, and then saved to 4 separate variables.
skydome BP manages its own MaterialParameterCollection which controls values in both of skydome materials (atmosphere material applied to outer sphere with a cloud material applied to an inner half sphere).
- Both are transparent materials
Ocean BP manages its own (separate) MaterialParameterCollection which controls values in both of Ocean materials (one ocean plane for visual material, and a second ocean plane that renders only to depth buffer)
- First material is Transparent, uses TLM_Surface, flat tessellation, with custom displacement, reads from CustomDepth buffer
- Second material is opaque and only uses custom displacement (no visuals), and as mentioned does not visually render, only for custom depth
Scene is dynamically lit using two directional light’s (Sun & moon) with their intensity modified by BP, “force no pre-computed lightmaps” is turned on, aside from that everything is standard.
I can probably send you a copy of project if need be, I will have to strip it down a bit though. Let me know if you need it.
EDIT: Just wanted to add that did not occur in any of previous Preview’s I have tested, although I only opened editor once in preview #6 before #7 came out.