Lighting on Instanced Static Mesh is very off.
I'm creating a randomly generated maze game. So far I have it working when I spawn each individual mesh as a static mesh actor in c++. To improve performance I'm trying to use instanced static meshes since there will probably be thousands of the same mesh in the scene. But when I did that, the meshes looked very wrong. From one angle it looks fine (although it seems to be a bit darker than it was), but from the opposite angle everything is very dark with terrible artifacting. I have static lighting disabled in the project because the entire level is procedurally spawned in. The game also uses bloom, ambient occlusion, and auto exposure effects. I have no clue why this is happening. Do any of you know?
There is a lot of code I wrote that spawns everything, but this is the code I have for the Instanced Static Mesh Actor:
The first image is the angle which looked fine but seems darker than it was. The second image is the angle that looked very wrong. The third image has 3 static meshes spawned in with the editor, and is what the meshes are supposed to look like.
asked Aug 29 '15 at 03:13 AM in Rendering
Okay, never mind. I finally figured out the problem after several hours of messing around with the editor. I found out that in the static mesh editor, if I uncheck the box that says "Use MikkTSpace Tangent Space", then everything looks how it's supposed to. I have no idea what it means, but I'm so relieved to have the problem finally solved. Perhaps this is a bug that I need to report.
answered Aug 30 '15 at 09:56 PM
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