Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering.  Lighting will appear at incorrect angles.

Steps to Reproduce

Project has been attached for easier Replication & Reproduction. (See TileMaps.Zip)

  1. Delete all content in scene.
  2. Import a texture for a tilemap.
  3. Apply paper 2 settings.
  4. Create tileset.
  5. Create tilemap.
  6. Place tilemap in scene, flat (x as -90).
  7. Duplicate default paper 2D material with one that is lit. Make sure that the tileset is using a "masked" blend mode. Apply to the tilemap.
  8.  Place a bright point-light above the tilemap, observe results. Bug: light's radius is not fully visible against the tilemap.
  9.  Rotate the tilemap along Z, observe results. Bug: light's radius will rotate.
  10.  Place a directional light in scene. Set the directional light to be pointed directly downwards, towards the tilemap. Bug: tilemap will no be affected by the directional light.
  11.  Rotate the tilemap so that it's x value is no longer -90, but 0, observe results. Bug: tilemap is now lit by the directional light even though they are directed perpendicularly to one another.
  12.  Rotate the tilemap back to -90 along X.
  13.  Open the material applied to the tilemap.
  14.  Set the blend mode to "Translucent". Observe results. Tilemap will appear to be properly lit.

Expected: Tile maps are lit in logical ways regardless of their blend modes.

Result: When the material's Blend mode is set to "Masked": Point / box / spot light radius is not fully visible against the Tilemap. Tilemap is affected by directional lights at incorrect angles.

Community References

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

Login to Vote

Won't Fix
ComponentUE - Gameplay - Paper2D
Affects Versions4.204.21
CreatedNov 19, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021