Hey guys, I'm working on a block-out of a basic environment and am trying to setup some basic lighting, but I'm having an odd issue where my preview/build lighting light is way different from the lighting I get in-game. If I build lighting, I get the normal lighting I want. If I try to go in-game just after doing build…
if your questioning about the blueish tint in the first picture, that's because of light mass, but do u even have a light mass importance volume in the map?
yeah. ive made it a habbit to ALWAYS get rid of the blue checker, as it does bounce light onto your objects. one thing ive noticed with a recent scene is that any emissive light will show a seam between modular meshes. by emissive light i mean meshes or materials that use their emissive to create static lighting.. which…
The blue is bleeding into the lighting from the UDK default material that everything is currently on, as well... you don't have any materials on this so... you're gonna get strange blue in your lighting.
yah its the lighting across the segments that is really frustrating me, in lighting view mode you can really see it, every block has a different lit value, almost like there is no lightmap going on.
To me it looks like bounce light from the blue and white tiles, so basically the same issue as in your first post. Don't know what the seams are about though.
Going back to March's build fixed that issue, but now I have a new one and I've been pulling my hair out trying to figure out what's wrong. I really need some help here from you UDK experts who might have seen this before. I've build a simple modular wall piece 96x96 with a tillable texture. It's on the grid and everything…