There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabled.
Likely related to how the debug mesh material is set up.
1. Create a blank map with a floor mesh.
2. Add a NavMeshBoundsVolume and scale it to a reasonable size.
3. Add a directional light, set lux to 6.
4. Press "P" to see the nav mesh color is green as usual.
5. Change the light's lux to 1000.
6. Set exposure values for the camera so that the scene is the same brightness as before (either exposure comp or eye adaption).
7. Notice that the NavMesh is now a gray color.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Bullet replication problem. The players sees each other but does not see the bullet
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
Teleporter in the Creative Hub is Locked and cannot be accessed
What properties of the progress bar can be used for drag and drop highlighting?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215630 in the post.
2 |
Component | UE - AI - Debugging |
---|---|
Affects Versions | 5.4, 5.3 |
Created | May 23, 2024 |
---|---|
Updated | Jun 28, 2024 |