Material looks different

Hey guys! I have really nerves question about this problem. Cause my materials looks quite different InEngine and InGame. This is a screenshot that shows the problem:

67916-inengine.png

This is InEngine screenshot, and

This is InGame screenshot.
So, the similar is happening with water transparent material, but only with Panner node in material. Cause Time of panner InEngine looks to much quickly, but InGame it is slow like I need, but, what I need to do to setting up next material? Always check what`s going on InGame? Have there any magic button to resolve this problem?
I saw almost same problem in forum of UE4, but the way he choose help him and for me it doesn’t work. The method was “Change AA method in your Post Process Volume from Temporal AA to FXAA”, but like I say, it doesn’t working.

Hello EvaFrise,

There is some more information I would like to from you in order to better understand this issue.

1.) You are saying the second picture is in game. Is that playing in editor or launching to standalone?
2.) Can you link a screenshot of the material you are having this issue with? Also can you link a screenshot of your post processing?
3.) Can you link a copy of your DxDiag?
4.) Does this happen in 4.9?

After I have this information I should be able to narrow down what is causing the discrepancy between editor and game.

Okay:

  1. Second picture is InGame and it doesn’t matter to use standalone or New Editor Window(PIE). I resolved problem with hair by my blueprint. But the problem with 4 way chaos still here.

  1. This is material nodes.
  2. This is post process settings:

  1. The engine version is 4.10

  2. How to open DxDiag?

  3. Also this is screenshot of water material again 1st is InEditor, 2nd is InGame(standalone)

The problem with material is the InEditor view and he is to much quickly 4waychaos, but InGame it looks normal like I need. If u need more screenshot or video capturing of the problem, please tell me.

If you would please explain what you mean but " to much quickly 4waychaos? "

You can link your DxDiag by going to your Start (LIttle Windows Icon) > Typing in DxDiag into the search bar > Clicking on the .exe labeled DxDiag > then from there clicking save all information and saving the report as a .txt file. Then you can link that .txt file here.

I see the first image as much brighter and having a shadow. It appears much brighter but that appears to be the case with your entire scene. Should inEditor look the same as inGame(Standalone).

Okay, so this is DxDiag:
DxDiag
Now about your answer: The image have different shadows cause inengine and ingame time is different, this isn’t important. The point is normal map moving. As u can see, on the InEngine screen, I have to much tiled NM. But InGame(This is how might be) it looks fine(less tiled). And u cant see the speed of waves, but InEngine waves is crazy fast, and again, InGame waves have nice calm speed

I recreated your issue in a test project. A panner node as apposed to a time node as well as replacing the multiply with a lerp seems to solve this issue. There still may be a slight discrepancy between inGame and inEditor but it’s very slight.

It looks strange u know? Why I need to use panner node to reproduce speed of the Motion_4WayChaos, and bigger question is “Lerp”

And this method actually doesn’t working. Look, in the screen below is InEngine view (Ingame looks same as previously).

Using exactly what I linked above this is InGame.

This is in Editor:

I do not know what you are implementing but this is behaving as I would expect. A panner:

As opposed to a raw time input. How much time? How fast is the time set to? Just plugging in a time node will not automatically give you the results you want because you haven’t truly given it any parameters to be set to. That’s like telling a computer I want you to calculate time. It needs limits, intervals, in what way it’s calculated.

I highly recommend looking into the documentation for panner and for the Time nodes.

Lastly comes LERP.

With LERP you are able to calculate more accurately, and with some degree of control, the combining of two inputs. As opposed to taking whatever raw values you may have originally and multiplying them together without any definitive control as to the intensity without adding other mathematical functions.

I know what is a panner node. But, I reproduce your scheme in the editor, and the result u saw in the picture in my last comment. I attached the Water material(I checked this mat. in to the new project, and it has same issue)[Material_Water_Transparency][1]

And please, don`t speak with me like with an idiot. I read this pages couple of times.

.uassets are native to your project and therefore cannot be added to other projects.

Note: My Speed_Waves is .001 Not .05 as you have for your project.

Note: My Overall_Wave_Size is 100 Not 150

Those are the biggest differences I see. If that doesn’t fix the issue if you could link your project here I will take a closer look.

You can link your .uproject file and your “Content” and “Config” folders and my machine will build a new project around those files. However, did changing those values not slow the water down?

Strange, why I simple place this .uasset file in to content folder of new project and it can be use(of course without textures, but it actually worked). But is there no way to use it? The project is to big for my internet connection…

nope, water still have too much different in engine and in game view. How can I linked your way?

You can link the files i just mentioned in a dropbox and post a link to that dropbox here.

Can u tell me your mail? For sharing dropbox

If you navigate to our forums, you can click Advance Search. There will be a “Find User” Tab in that section. From there you can type in my name and send me a Private Message.

After a fair amount of digging I have diagnosed a few issues.

1.) The extra camera you have at the side of the pool. By deleting this extra camera your frame rate will rise to close to 40fps.

2.) Regarding the material. By Lerping a Panner with a value of 0 you are essentially combining a value of 0 with another input X, which is your Speed_Waves, and then feeding that into your speed value of the Motion_4WayChaos_Normal. This is negating certain values thereby creating some interesting results.

The way to fix that is by bypassing The Panner and Lerp and feeding a value directly into Speed because the Motion_4WayChaos_Normal is set to handle the speed of your texture and coordinate based upon direct input.

You can set your speed to whatever you want depending on the look that you want in game. However, with this setup this allows for the discrepancies between Editor and inGame should be narrowed to a near unnoticeable point.

This is in Editor.

This is in Game.

There is still the issue of why the difference in the first place. I will be investigating this issue further to determine if this is a bug and I will keep you posted.

In the meantime this is system works for eliminating the difference between editor and game and should allow you to preview accurately any further materials you wish to make.

Thank you very much!