Version4.11.0 has fog issue?
I just download the unreal 4.11 preview version and working on my personal project． Was mean to download 4.10 but the launcher shows a 4.11 available so ...T-T
Today I have met the wired fact,
Q1. there is a hard edge with default setting of atmosphericfog.
Q2. I had tried to place an exponential fog in my map, and it does not show up at all with the default setting.
I had attached those problem picture within this trend. initially I thought could due to I use my own sky box, a DDS texture with skybox material set up and carrying via BP.
However, I had test in an new map , and both fog issue remains with default setting.
Please let me know if this was a version temporary issue or there could be something wrong on my setting. Many thanks, and Merry Xmas guys!
asked Dec 24 '15 at 09:19 AM in Rendering
I'm currently not able to reproduce this in a blank project. You mention that you used a new map, is this by chance using the default skysphere or your own that you've got with your material setup?
If you can reproduce this in a new blank project, can you post what settings you're using to make it do so?
Also, you mention 4.11 in the title. Have you tried this in 4.10 and it worked correctly?
Actually, I think I've isolated a related problem, which is that the OutScreenVector property of the HeightFogVertexShader.usf is resulting in unexpected data.
I think this is because line 22 of the HeightFogVertexShader is now:
when it used to be
the ResolvedView.ScreenToTranslatedWorld seems to failing.
Fixing this line (changing it to View.ScreenToTranslatedWorld) seems to result in fixing the heightfog. Although I bet this probably breaks for stereo...
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