Incorrect Shading of Assets on Persistent Level
I've been building a VR experience which consists on multiple sub-levels and a persistent level that controls the player camera and a few dynamic assets. However, I've been struggling with an issue I can't seem to get around. The assets that are a part of the persistent level matinee have incorrect shading are having a darker look than other assets in the sub-levels, creating a visual inconsistency. I've been toying with the idea of moving the assets to the sub-levels and activating their video file, animation, material change etc, through a event dispatcher, but unfortunately having no luck with getting the persistent level blueprint to speak to the sub-level blueprint. If anyone has come across the issue could you please share how you got around it? Failing that could someone explain how to use event dispatches from persistent to sub-levels. Thanks!
asked Jun 18 '18 at 09:52 AM in Using UE4
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