I noticed recently that the specular of my static mesh is different in the material editor/static mesh editor than in the viewport. Of course, the lighting is different in my level but the glossiness should not change that much....
The same thing happens on another project. If I change the diffuse and save the changes from the material editor, the changes take place in viewport/in-game. If I change anything about the specular and save again, nothing happens in viewport/in-game.
Cool. It's working now. It looks like having a "movable" rather than a "toggleable" causes the problem.
I'm really new to lighting in udk and I still don't know the difference of those two light types. Is there a way I can convert all of them to 'toggleable"? If not, it's not a big deal.
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Do a side by side with a single dynamic light and I imagine it will probably look the same.
I'm really new to lighting in udk and I still don't know the difference of those two light types. Is there a way I can convert all of them to 'toggleable"? If not, it's not a big deal.
Thanks again for your help DeadlyFreeze!