When using DFAO and moving around the world a trail will be left behind the where the player has been while PIE/Standalone game is being used. This is cleared when exiting these modes.
**Video attached for demonstration
1. Open UE4 (Rolling ball template works well for this)
2. Enable Generate Distance Fields in Project settings and restart editor (if not already enabled)
3. Add Skylight to the scene and set to movable
4. Change the occlusion tint to a bright color to better see the AO
5. PIE
6. Move close to mesh in spectator pawn mode or using other player character types
7. Should see a trail of AO where the player character has moved.
8. Exit PIE
Results: There is a trail left behind the player character where it has moved when DFAO is enabled.
Expected: There should be no trail left behind where the player has moved.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
I'm working on a VR Project and I cannot add Nav Mesh to the stairs??
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-15997 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.9 |
Created | May 21, 2015 |
---|---|
Resolved | Aug 2, 2016 |
Updated | Jul 14, 2021 |