flat mesh (2d) problems with camera and rendering/lighting?

think these are bugs ?

1 when you go too close to a 3d mesh you get a camera effect where the mesh is kind of slit, and you can go through the mesh, with the 2D mesh i made it all becomes invisible when you get too close. Can you get the same effect as 3d mesh on 2d? or is it meant to be like this, or a bug ? In 1st image the error is produced, but on a 2nd mesh i made (also a 2d, 1 sided mesh, but with no whole in centre), the same does not happen is this to due with the hole in the 1st mesh? because at the moment it means that my 1st mesh isnt viewable in game at close angles and disappears. Ive tried re importing, and remaking mesh, i notice this stange behavior, if i look at the mesh close up from the mesh origin out it turns invisible, but if i look at the mesh close up but still keep the orgin in view the mesh doesnt disappear, i think its therefore to do with the mesh origin being off screen, when you can still see the mesh ?alt text
(1st pic not in the text section sorry)
between pic 2+3 i only moved the camera rot to the right a fraction, nothing else

2 i get very strange shading with these strange black triangles/squares being produced. These are not related to geometry in the sense that the the black parts do not form from the mesh vertices on one of my flat meshes. The shape of the black parts also changes when the camera moves, the issue is also the same on every mesh of the same type, however like issue 1, doesnt effect all of my 2d meshes, this happens on every event begin play/ simulate and in the same fashion on the mesh, ie same place at same-ish camera location and rot. THE MESH USES MORPH TARGETS, could this be the issue ?

NOTE THIS ISNT THE SAME MESH AS ISSUE NO 1.

4.1= mesh in editor with morph target set to 1.00
4.2= set to near 0, at zero the mesh verts are to close together to see
5= in game, showing shading issues

thanks, really hope you can help over Christmas break, and can supply the meshes obs for testing.

cheers.

Hi,

Can you post a link to the meshes here or send them via a private message on the forums to me?

I don’t mind taking a look and giving you some feedback, although at the moment this doesn’t seem like a bug vs the way the engine handles objects.

The “slit” effect you’re seeing is the camera clipping plane where it’s intersecting the mesh. You can see this effect with any mesh in the editor if you get the camera close like that.

With regards to the origin, there is some culling that the editor does based on the origin of the mesh. It may be that it’s culling based on this, which I can test as well and may just need the bounds increased.

Thank you!

Tim

Hi Bennetherwood,

I’m just checking in to see if you still needed help with this. I’ve not heard back from you in a while.

Thanks!

Tim

ow sorry, i missed the 5 day ago message, can you edit bounds in editor or do you have to do it externally ? and it will be due to bounds, the automatically created bounds were far too small

done it, thanks man, the shading issue doesn’t effect my project as its only emmisive based, however it may effect other meshes. Do you still want the mesh?

Hey bennetherwood,

Apologies, I didn’t see that you had responded. If you want to send the mesh you can and I can have a look. Feel free to post it here or send it to me privately via a download link on the forums.

Thanks!

Tim

setting the mesh bounds also appears to have corrected the lighting issue, however if you like you can edit the mesh bounds in an external program and you may be able to view the issue again if you with (be sure to set morph target to 1 to see the mesh, i.e. via Blueprint) also i cant upload it here, why cant we upload .fbx ?

actually the problem is still apparent in emissive lighting, but il have to upload the project, and therefore it would have to be a private source, there is funny lighting with the planes. Also if you look on the static mesh editor and the ingame mesh there are differences, and this makes an undesirable like “grainy” effect, and i also notice the before shading issue.

here is a pic

Unfortunately, FBX is not a supported attachment format. Typically people will place it in a zip file or place a dropbox or similar service link to download.

If you want to keep things private you can send me a link via the forums at this link with a link to download and I can test.

https://forums.unrealengine.com/private.php?do=newpm&u=4894