Hey, so I've got a little question about vertex colors. So I have an older static mesh in a package that has default vertex colors (all white) which I want to replace with a new spiffier mesh that has some vertices with custom colors (mesh is a tree branch, vertex colors used to vary leaf colors much like you'd see in…
Hello everyone. I'm having some problems regarding the lighting in a project i am working on. The issue i have is with doors within a corridor. Now these doors are Skeletal Meshes and have custom animation on them they can be walked through. They are being lit by their own dynamic lights. Everything else is made up of…
I don't know, my models look completely black if I don't have any UVs mapped in the light map UV channel that I'm attempting to build light maps with using Lightmass. Maybe it's building vertex based light maps? or set to use your regular texture map UV channel as it's light map UV channel. Check you mesh in the static…
Got an issue here where I've got this strange AO like effect around objects in my scene, and I've no way of curing it. The effect seems to ghost a bit when moving the camera in the scene as well. I have previously edited some post process effects through the UTPostProcess in FX_HitEffects, and more recently I've updated…
I'd say use lightmaps when you need detailed shadows, and when you don't have enough verts to capture the amount of shadow detail you need with a vertex lit light map. Also use them when they would be more memory efficient than vertex based light maps. You don't have to light map everything but I'm not sure how well vertex…