Solved by changing the Sort Priority of the translucent object to -1. More info here: Z-Depth problem with transulent material - UE4 AnswerHub (unrealengine.com)
Hi! These blog posts might be helpful for you as far as finding more resources and information on finding a job in game dev, specifically tech art https://www.artstation.com/ninaklos/blog from what I know tech art is not easy to get into, but don't give up if its something you truly enjoy! One thing I noticed in your…
[ame] http://www.youtube.com/watch?v=ntx10JMl9f4[/ame] This isn't a solution to the problem with indirect lighting. I am bound determined to solve that one too, though.
Bottom line: in this day and age we don't need to upgrade to "insane specs' (tm) to stay on top of things in 3D. I have to know: I once bought a noise-proofed rack from a specialized vendor for a workstation or two I owned. These machines were insufferable to listen to. Cost me high three digits or perhaps early four -…
the foliage actors us HISMs which are better than ISMs since they'll batch across lods - you likely won't notice any difference unless you have lots of trees on screen at once though if you're not putting loads in your level then you might as well leave them as static meshes - they'll batch dynamically so it'll be…