So I am fairly sure this is a lighting issue, but I replaced the material on the ufo mesh, and it looks good in the mesh viewer tool, but in the scene I just cannot get a similar appearance. The new material is being applied but it looks completely shadowed.
Now my mesh isnt in the scene until gameplay starts but I tried dropping it in the map and rebuilding etc just to see if that helped but the results are the same every time.
I did nothing to the map lighting, I started with the default scene, so it isn’t as if I forgot to put a light or changed any default settings. It should be trivial to get the same appearance the mesh editor shows me…but apparently it is not.
Could you please post some screenshots?
I will upload some later today when I am able to.
Update I have more or less confirmed this is a lighting issue, because adding a skylight to my scene allowed the material to render (in editor) the same as it did on the mesh preview…however, it still looks dark on mobile, and from what I gather that is because mobile only supports a limited subset of the lighting options and skylight isn’t one of them at all.
The only time I could get a similar color out of this material was by adding many directional lights…but that causes everything else to look washed out.
I noticed on some other materials there is a note about it being default lit. Something else I think im struggling with here is that my scene/pawn is instantiated at run time from C++ and blueprints so I’m just not sure how it’s possible to bake the static lighting if the objects arent actually on the map until play has started…