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:
And this is what I am getting on the mobile device:
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.
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:
answered May 21 '14 at 02:01 PM
I had a similar issue to this, which (for me) was resolved by placing a Lightmass Importance Volume around your level.
answered May 14 '14 at 08:54 AM
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
answered May 15 '14 at 08:53 PM
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