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Do skeletal meshes support vertex colors on mobile?

When I assign a material to visualize vertex color channels on one of our characters, the vertex colors appear as expected when preview rendering is set to Shader Model 4 or 5. However, as soon as I switch to any of the mobile preview rendering modes, the values switch to white...and this unfortunately appears to be the case on device as well.

Is this a bug or a known limitation of mobile rendering via UE4 on Android and/or iOS devices?

I use vertex colors to drive material properties on mobile shaders I write in Unity all the time...so this seems like an odd limitation.

As a workaround, I tried to bake the colors into additional UV coordinates (UV1 and UV2), a workaround which I thought might be valid based on a simple test (two joint skeleton, simple weighting) but proved no better than the vertex colors when used the same approach with a full character (as with color, it works in all but mobile rendering modes...however I get different colors...is it possible these channels are used to pass along skin weight information?)

Product Version: UE 4.12
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asked Jul 13 '16 at 06:37 AM in Rendering

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akira3d
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Discovered what the issue was after a LOT of trial and error...and almost punted on using vertex colors until a character came into the game with working colors and no need of any workaround. Apparently some in the vertices in the mesh of the character I couldn't get working were weighted to more than 4 joints...had no idea this would cause issues with values being passed through vertex colors or customized UVs, but that's what it turned out to be.

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answered Jul 26 '16 at 08:15 PM

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akira3d
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avatar image Omberone Dec 19 '16 at 03:01 PM

How did you manage to paint vertex colors onto a skeletal mesh? Through code or editor, or imported along with the FBX?

avatar image eric_brb Jun 21 '17 at 10:17 PM

We paint our vertex colors in Maya and export them with the FBX

avatar image AntonioE Jun 21 '17 at 09:34 PM

Wow. Had the same problem and your fix worked! I had no idea the number of influences were related to vertex colors. Is this somewhere in the documentation? If not maybe it should :) Thanks!

avatar image eric_brb Jun 21 '17 at 10:21 PM

I believe the number of influence limitation might affect more than simply vertex colors, but it certainly forced our character rigger to double check his weighting.

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