Is there a way to transform a reflection vector without the transform node? Vertexcolors don't work when you use the transform node... I need a correct cubemap AND vertexcolor. "Warning: VertexColor is mutually exclusive with the Transform node due to limited interpolators. If you use both a Transform node and VertexColor,…
vertex colors dont work with a transform node unless you have per-pixel camera vector enabled. This is in the material options. there's a really long technical explanation for this but I'll just say there aren't enough interpolators to have vertex color and transform node so calculating the camera vector in the pixel…
Holding alt while you perform a transformation (move, rotate) will create a copy of the selected actor that you then transform instead of the original. So if you wanted to grab a bunch of things and make a duplicate of them somewhere else on the map, it's handy to just alt-drag out a copy, and then shift-drag them so the…
Right click it - Transform - Mirror on X Y Z If that doesn't work on the prefab actor, turn off prefab actor locking via the top menu, and then select all actors part of the prefab manually, and then right click on those instead.
Enable Per-Pixel in the Material, and make sure you have a Reflection vector plonked in the Transform node. If you want to use the Custom Reflection Node because you need a Normal Map, you have to add a null Reflection Vector somewhere so that vertex works.