Been on holiday so I've had a few streams off. Started by thinking about the detail on the floors of each section and blocking out some meshes. I've also been juggling with the idea of either creating lots of individual parts and having a BP array to pull them together or modelling all the parts together and then using a…
Experimented with using emissive lighting as static lighting this evening and got mixed results: in some areas it definitely worked but the light falloff was sudden (see highlighted red areas). The Emissive properties also had to be set per mesh which causes a problem with the SM generator as not all SMs are present in the…
Added light fittings and set them up with the script on a few BPs. I need to look into how I can create an variable array with BPs (if you can) and I'm going to have a look at lighting the scene using Emissive materials only. Edit: I've brightened the image as my previous one was quite dark!
So after a few streams of floundering I'm making a bit of progress. I explained my need for a mesh variation system to a colleague and they created a widget that let's me randomise meshes from an array at the click of a button. There's a few kinks to iron out but it shows a lot of promise. I also experimented with how I…
Got a script update so the random variation now works with nested BPs (the script looks for SMs with a defined tag and then chooses from the array list to replace the tagged SM). Simple yet very effective. I adjusted some of the dock SMs and added a level floor (under the water). I also started defining the modelling. I'll…
A bit of success with the BP lighting array but not enough to solve the issue. I think the best solution going forward will be to keep all the lighting in the scene and out of BPs. This will mean that the light sources won't be dynamic (like the other meshes) but will mean that the time I would invest to find a solution…