Shadows Appear Differently in Blueprint Virtual Reality Project
I've setup a new Virtual Reality blueprint project (which works awesome right out of the box, by the way) and I'm having an issue with shadows/lighting. After much digging, my issue appears to be something to do with the project type itself. I setup the exact same scene in a new blank blueprint project, and the issue does not occur. Both projects have the same exact post proc settings, and light source settings. I even copied over the rendering portion of the project settings from the blank project to the VR project. Is this a bug, a setting that can't be changed in VR blueprint projects, or am I still overlooking some settings somewhere? Thanks for you help!
Here's the shadows from a blank project (the desired look)
And here's the shadows from our VR project (what needs fixing)
asked Mar 15 '17 at 04:19 PM in Bug Reports
With the information provided I believe this is working as intended. It appears that the issue deals with ambient occlusion. This is what you are seeing with the shadows in the rafters. However, "r.AmbientOcclusionLevels" is set to zero in for the VR template. This can be found in the Default engine ini. I have provided a link to the documentation below. I hope that this information helps.
Make it a great day
answered Mar 20 '17 at 04:59 PM
Rudy Q ♦♦ STAFF
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