It is most visible when lit at sharp angle, but you can definitely see it with in direct light as well. The material is fully metallic though with roughness set to 0.5 maybe, so I guess it's contributing. It's not really banding, because those are exactly the polygons on the lowpoly mesh that are showing up. I'll try the shadowbias trick, but I am somewhat worried that I already had that set previously to a desirable value in the level for something else..
EDIT
Still visible even with the shadow bias set to 1. It's 0.6 in the original screenshots.
I also tried it with a denser mesh ~1500 faces vs 500. And these smaller faces still show up through the normal map.
EDIT
Changing directional light to stationary solves the issue. Problem resolved I guess.
Man, was Unreal Engine always full of these graphical bugs? Ever since I adopted the engine back at launch, every version had a feature broken by an update.
Makes me wonder what UDK was like, especially when some of these bugs didn't exist in the older engine.
Replies
If so it is a shadow bias artefact. You can play around with shadow bias to 'fix' it.
If it is normal map banding, try manually converting the 16bit image in photoshop to 8bit.
EDIT
Still visible even with the shadow bias set to 1. It's 0.6 in the original screenshots.
I also tried it with a denser mesh ~1500 faces vs 500. And these smaller faces still show up through the normal map.
EDIT
Changing directional light to stationary solves the issue. Problem resolved I guess.
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/106544-dynamic-shadows-artifacts?133869-Shading-problem-in-4-14=&viewfull=1
Ever since I adopted the engine back at launch, every version had a feature broken by an update.
Makes me wonder what UDK was like, especially when some of these bugs didn't exist in the older engine.