Thank you! I think it completely solves it and perfectly works for GIMP. I followed the tutorial and it seems I had to just duplicate a layer and blur it to preserve the color as much as possible and then run high pass.
5.1 solved some problems with noise, interiors, and GI in general. Also, reflective and translucent materials look right now. Nanite works with thin meshes like tree leaves and even improves performance. All improvements are in "Unreal Sensei" channel video about UE5.1 changes.
My solution was setting "Shadow Two Sided" on the wall. I have also read that setting the material as "Two sided" can solve the problem aswell. Hope it helps you, and thank you !
Here's your FBX in Maya, Perhaps you exported this with triangulation on, which solves your problem? Could Quadrangulate from this. Alternatively, selecing rows of vertices and using Connect would also work.
Solved, thank you Snefer! So in the end I had to change both to moveable point lights and the light settings from modulated to normal! Thank you ACe, Chris Perr and Snefer :)
UPDATE: Solved the problem by using PossessPawn on LevelLoad. The swap works because MobilePlaceablePawn extends the actual Pawn class. Ladders, jumping, xbox, iphone and keyboard controls all work like a charm :)
I'm not sure I understand what you're asking for. Could you write a more detailed description of the problem you're having and how you think it could be solved? With image examples as well?
I have faced the same issue, in case of wrong topology quadrifying helps or HSDS modifier, also I found, that applying smooth modifier to your model can solve smoothing problems.
Gamma.... Uuuuuuughhhh lol well thanks for the clue. Totally solved my problem by disabling Gamma and LUT Correction in Max. Never would have thought Gamma correction was involved in this. Thanks for the hint.
Hi. Very old topic, but I had the same problem. In my case adding target light, solved the problem. Before, I had only skylight and normal maps didn't work.