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Custom mesh not affected by light


I'm generating terrain by chunk and the first chunk generated is never affected by light. For example, I just put the Sky Light value to 0 and this is what I get : alt text

This is what I get with normal lighting : alt text

Somebody has an idea ? I don't change anything related to light in my code (even if I remove the Material, I have this issue). Why is the engine not taking into account the first generated AActor ? This code is called like so : in level blueprint I spawn an Actor (ChunkManager) and this Actor creates overtime multiple Chunk in AChunkManager::Tick. Chunk setTriangles for its mesh in AChunk::generateMesh (called by AChunkManager).

Thank you!

Product Version: UE 4.7
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asked Jun 02 '15 at 12:36 AM in C++ Programming

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avatar image sproulx100 Jun 02 '15 at 04:35 PM

I did some test and it looks like a bug. There is a range from (0,0,0) where meshes in it don't get light from the scene (around 444 units). If I move the starting chunk at (-444, -444, 0) you can see that there is a zone where light is not calculated : alt text

Maybe this is a problem with Custom Mesh : https://wiki.unrealengine.com/Procedural_Mesh_Generation

I will continue to dig deeper.


Light is calculated but not correctly. If I put the sky light to red, every chunk will be red except the first (will be purple).

avatar image Meessen Jun 03 '15 at 06:05 PM

Probably some wrong settings with the light? (No experience with sky lights myself) Might read through this: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightTypes/SkyLight/index.html?utm_source=editor&utm_medium=docs&utm_campaign=rich_tooltips

Do other lights work? as you have removed the default one.

avatar image sproulx100 Jun 03 '15 at 07:21 PM

I have the exact same problem with the tutorial. If I put the object in the center, it stays red, If I put it farther, I will be completly dark.

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