Well, I can't help but feel like that earned a dignified response. "Hey! Eyes up here!" :# Happy accident, best way I can put it. And yes, you are correct about testing, debugging and documenting. I guess that's what I'm using this thread for at this time. I could always hope that this stuff helps someone else later when…
So I've made some progress here. It turns out that static lights don't work on grooms at all. Maybe I'm slow, but it's new to me that static lights only work on static objects - but it works on skeletal meshes? Are skeletal meshes static objects? But not on grooms, evidently. ^ Left is with voxels turned on, right is…
Hi, and welcome to my ever expanding list of problems I create for myself in Unreal Engine (5.2) by being unbelievably stubborn and unwilling to turn around and doing things in an easier way! Lately, I've been experimenting with grooms, as part of a character redesign I'm working on, which used to have sculpted fur…
After just trying out some things, I figured that since I don't like how the character appears distractingly dark in the environment, I might as well put light sources in the character blueprint that follow him around. Again, I have no idea if this is common practice, or how much it affects performance later on, but it's…
FUR = CONSISTENT CHEEKS = BEHAVING ASS = PERFECTLY LIT I'm absolutely thrilled to share that the two issues I had when I started this thread have largely been solved. I've learned that grooms only work with stationary and movable lights, that areas that deform significantly should generally have shorter fur, and that you…