User imported a custom image in the correct format to be used as an Ambient Cubemap within the Post Process Volume.
Enabled detailed lighting mode by pressing Al+5 and the image has been tilted/offset, and not align with the respective horizontal/vertical plane as expected.
The question is, does this tilt affect the lighting any differently than if it were non tilted? I assume so because of the way it is used as ambient occlusion for dynamic directional lighting.
1. Make a new blank level. (I am using the empty map to make sure there is nothing else contributing to this.)
2. Make a PostProcessVolume. (Set it unbound to effect the entire level.)
3. In the PostProcessVolume, turn on the Intensity for the Ambient cubemap. (Intensity is set to 1.)
4. Select the texture/hdri map and plug it into the ambient cubemap texture slot.
5. Put the editor into detail lighting mode to see the map applied to the world. (Alt + 5).
6. Observe image tilt.
Request a info about UE-127172 bug tracker
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
How do I set a material as a post-processing material?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.5.1 |
Target Fix | 4.8 |
Created | Nov 11, 2014 |
---|---|
Resolved | Nov 11, 2014 |
Updated | Apr 27, 2018 |