Why do blueprint components have black texture on mobile & mobile preview?
My problem is, if I add a component (let's say a cube) in a blueprint then put that blueprint in a scene and launch "Mobile Preview", the cube's texture is black. (Mobile HDR is off and sets as default)
I'm very disapointed with all mobile stuff in this version of Unreal, in Unity, I got everything running smoothly with one click ... let's say this editor is still "for now" focused on early adopters.
Anyways, anybody has a clue ?
So, I've finally got it! It's not a bug, and it's not shadows being miscalculated, it's light. As it would seem, on mobile platforms UE4 uses light probes (or shadow volumes or whatever they're called in UE) for lighting dynamic objects. The reason why every dynamic object is black, is that without lightmass importance volumes (LIV), there is no spatial light information available (though I must admit this is all guesswork, don't hold it against me if I'm wrong). So the way to fix it, is to add an LIV around your level, bake lighting, and... VOILA! It works like a charm. For me at least. Can you tell me whether this fixes the problem for you too, @Singleton?
2 possible reasons:
-you using inpompatble texture format (but thats unlikely as everything would be black)
-some shader doing someting that your GPU does not support
You might find some hints in logs and logcat
answered Apr 11 '14 at 12:14 PM
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