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Destructible mesh editor, viewport too dark.

alt textI don't wanna sound like a whiny baby here, but I've been messing around with destructible meshes at first using PhysX Lab and importing but ran into issues. So now, I'm using UE's built in DM editor. I can't see anything because the background is completely black, making it a bit hard to work with. I searched appearance in editor settings and couldn't find anything helpful. It's not a huge deal, but I'm just curious if there's some setting where I could either change to another color for BG, or add an atmosphere of some kind. If it's something that will have to wait, I'm not going to complain ;)

~UE4 FTW!!!

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asked Mar 13 '15 at 10:58 AM in Everything Else

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avatar image Clunk47 Mar 14 '15 at 11:14 AM

I realize for now I can simply apply materials to the objects AFTER I create the destructible mesh. Easy enough.

avatar image AdamGascoine Jan 03 '17 at 09:10 PM

Bumping this because it's still very dark. I wonder how Epic uses it? I can barely see a thing in the DM editor

avatar image jordylakiere Jun 17 '17 at 11:49 AM

Same here, its pitchblack for me.

avatar image ScottleroK Sep 04 '18 at 09:35 AM
  • 1 for me, this really needs a fix

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5 answers: sort voted first

Engine\Config\BaseEditorPerProjectUserSettings.ini has the lighting settings used by the destructible mesh viewer under [/Script/UnrealEd.DestructableMeshEditorSettings]. Note that these are used by several other viewers (SAnimationSequenceBrowser, AnimMontageSegmentDetails and SSkeletonWidget). For some reason, the code that enables editing of these in the preferences UI is commented out (see RegisterContentEditorsSettings in EditorSettingsViewerModule.cpp)

However, the reason most of the screen is black is because the widget is just hardcoded to have a black background. If you can modify the source, you can change the implementation of FDestructibleMeshEditorViewportClient::GetBackgroundColor() in Engine\Source\Editor\DestructibleMeshEditor\Private\SDestructibleMeshEditorViewport.cpp to return a value other than FLinearColor::Black.

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answered Jan 05 '17 at 08:36 PM

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You should be able to hold L and left mouse click to move the light around in the viewpoint to shift it better for your need.

Let me know if that doesn't work for you.

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answered Mar 15 '15 at 12:31 AM

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Tim Hobson ♦♦ STAFF
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avatar image Clunk47 Mar 15 '15 at 01:19 AM

Hello kind Sir and thank you for the answer. I am able to move the light around, I can see the light reflecting from my metallic object, but seems to have no effect on the object's color. I don't mind using an unlit or brighter material while working w/ the DM then changing when finished, so I can use that workaround for now. If there's anything you'd like me to try just to troubleshoot more, however, I'd be happy to .

avatar image jeshjeshjeshjesh Dec 08 '15 at 09:19 PM

I've got the same issue. I can hold L and left-mouse-click the light around, but the viewport is still so dark. Anybody know how to brighten up the viewport?

avatar image grisevg Jun 29 '16 at 11:18 AM

It's still way to dark.

avatar image Phil Rowe Jul 12 '16 at 01:46 PM

Yes it is unusably dark. Sort it out Epic.

avatar image Fexception Nov 25 '16 at 09:42 AM

+1, at least give the option to add a background

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Yeah it's way too dark in the physx editor also..Pitch black.

Any way to set a world light or throw in a background image? I have to constantly rotate the light around and it's still hard to see stuff. To edit shapes I have to turn off lights and rendering and work within the wireframes. The wireframes are too black also. I don't have access to edit the source on my end.

Any plans to address this soon?

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answered Sep 19 '17 at 12:34 AM

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It's too dark... Don't be ridiculous Epic, do something.

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answered Apr 10 '18 at 03:00 PM

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Is this ever going to be fixed?

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answered Feb 12 '19 at 07:33 PM

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