Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

My static meshes are glowing rainbow.

Hey All,

Thanks in advance for any help!!

I added a set of meshes (trying my hand at a modular approach using 400x400x20 panels to test fps and rendering) as a composite blueprint and added this as a child actor to a blueprint that finally is positioned onto the main level. I am using the standard 400x400 wall in the architecture folder and only added a collision primitive. The 400x400x20 panels are positioned adjacent to each other. Every time I start the gameplay, there is a different rendering experience (sometimes only one color glowing, sometimes no glowing at all, but the panels are not showing the correct shading, sometimes the panels are glowing all sorts of colors).

The glowing seems to be only on the shaded portions (opposite side of the panel where the directional light would be shining); however, the issue is still present without the directional lighting.

A post processing volume is not used, but the ambiance seems to be showing as if there is a bloom effect.

The glowing is associated with the static meshes seen far away

When inside one of the docks.  The light shining between the meshes is very apparent

Product Version: Not Selected
more ▼

asked Sep 28 '14 at 01:58 AM in Rendering

avatar image

18 2 3 7

avatar image RPotter Sep 28 '14 at 03:11 AM

What does your material look like for those objects? The glowing comes from the emissive value in the material output.

avatar image phooddaniel Sep 28 '14 at 03:47 AM

There is no material applied. I've tried this with standard brush converted to mesh without a material applied, and with a material applied. Same odd emissive behavior. Also, sometimes they are not emissive at all. The issue seems random.

avatar image phooddaniel Sep 28 '14 at 04:31 AM

Correction. This particular static mesh uses M_Basic_Wall material, but this issue occurs with the default material as well (the material used for the BSP brush).

The static mesh that is being used.  Comes with the standard template under architecture (wall 400x400)

staticmesh.jpg (143.1 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Take a look at this thread: https://answers.unrealengine.com/questions/48362/strange-foliage-glow-issue.html

"Does the artifact go away when you set the 'r.Cache.LightingCacheDimension' console variable to 128? There's a bug with many (>1728) movable components right now that will cause this. Instanced foliage currently does not support lightmaps correctly which are used when the components have static mobility, so both routes are a bit broken. "

more ▼

answered Sep 28 '14 at 10:34 AM

avatar image

5k 160 21 144

avatar image phooddaniel Sep 28 '14 at 01:58 PM

Thanks for the link. Where is this variable located in a blueprint project?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question