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Why does my Basic material render a flat gray on Android / black on Mobile preview?

I am struggling to get a very basic scene to render correctly on Android. The scene consists of a single rotating (via blueprint) static mesh with a simple material assigned to it. The mesh is marked as movable.

The material only uses a constant base color, everything else is set to default.

The scene contains a single static directional light with default parameters. There is also a PostProcessVolume with all post processing effects disabled. Mobile HDR rendering is enabled.

Here is what I am getting on PC:

alt text

And this is what I am getting on the mobile device:

alt text

The device is Kinlde Fire HDX with Adreno 330 that seems to be well supported. Mobile optimized sample projects such as Strategy Game and Mobile Temple render correctly.

The mobile preview on the PC renders completely black (other than the virtual joysticks).

I would appreciate any suggestions as to what could be causing this or how to diagnose the problem.

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asked Apr 16 '14 at 02:24 PM in Rendering

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3 answers: sort voted first

For anyone else running into this issue, this particular problem seems to be caused by issues with a specific device (Kindle Fire HDX).

If your objects are black rather than gray, refer to the following discussion that explains a lot about lighting on mobile platforms:


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answered May 21 '14 at 02:01 PM

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I had a similar issue to this, which (for me) was resolved by placing a Lightmass Importance Volume around your level.

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answered May 14 '14 at 08:54 AM

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avatar image mechkg May 14 '14 at 11:29 AM

That didn't seem to change anything for me unfortunately, as soon as I make a mesh movable it renders black in mobile preview, no matter what light/material/render settings I try :-(

avatar image JonathanADaley May 14 '14 at 06:49 PM

I was having the same issue until I added a Lightmass Importance Volume to my map. Now the static mesh that was rendering black in color is rendering the material properly. Just make sure the Importance Volume will encompass the mesh when the mesh is in the scene.

avatar image mechkg May 14 '14 at 07:11 PM

What version of UE are you using? I tried adding the Lightmass volume but it didn't make any difference. I even had to cancel my subscription because I could not get such basic functionality working :-(

avatar image OnePunchPete May 14 '14 at 07:50 PM

When I first added a Lightmass Importance Volume and built lighting, it didn't work for me initially, either. The material used on the mesh was a basic colour in the diffuse and a mid-grey assigned to the roughness channel....... When I removed the roughness channel from the texture it suddenly started working. Now I never attempted to plug the roughness back in, but this should work on mobile as far as I'm aware.

I'll check myself later, but maybe try opening your material, changing something and rebuilding it. Maybe the material just needs a shake now that the LIV is in the scene?

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Did you try to scale up the size of your Lightmass Importance Volume so you could see the light probes (in view left-top corner, Show ->Visualize->Light Volume Samples). It solves my black/unlit movable mesh issue. Details on my thread : https://answers.unrealengine.com/questions/43082/ios-lightning-on-movable-staticmesh.html

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answered May 15 '14 at 08:53 PM

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