Why am I getting blocky edge shadows/ artifacts on submeshes?

Hey guys, been scouring the internet looking for other people who’ve had this same problem, and haven’t had any luck. I’m using the Ark Dev Kit, so I’m guessing that could be contributing to the problem (settings are pretty opaque).

I’ve got a skeletal mesh that was exported from Maya 2016, and that mesh has sub-meshes (eyeballs, tongue, teeth, etc). Most everything seems like it looks okay, but I’m getting a few odd artifacts. The first (and my current source of frustration) is the blowhole. Here’s what it looks like with a day’s worth of finagling:

And here are the shaders for it:

Here’s what I get in the normal editor (no adjustments made to imported material):

111960-example3.png

The other problem I’m seeing has to do with the eyes-- in the ark dev kit they look like this:

And in normal unreal they look like this (not perfect, obviously :B):

111962-example4.png

Sooo basically, it seems like there’s something funky going on with the light, or the ark dev kit is balls when it comes to importing things. Any ideas? Thanks in advance for any advice you might have!

If this is only in the scene, try adding a reflection sphere (if it’s not already there) That usually gives my reflections something to reflect instead of grabbing a default environment to build off of. Just a guess really. I’m more a programmer than a shader guy

Hey Justin, thanks for responding :slight_smile: I had tried adding a reflection sphere-- aside from changing the color of the reflection, it didn’t help much :confused: I can’t tell whether the problem is something in my geometry (and newer unreal engine can compensate) or the problem is something in the Ark dev kit’s lighting strateegery…