Development Update: 7/20-21/2016
Please Note: These are retroactive posts to show history and progress.
Progress Update 7/20/2016:
– WIP with Crater decal spawning after hitting earth and expanding out
TODO: New Particle Effect and try to lessen the lag spike upon impact on CPU
Progress Update 7/21/2016:
– So after the 4.12 update, I knew something would be fucked with the shaders somewhere. Fortunately it was “relatively” easy to find. It was the Cloud Translucency vs the shadows that I was drawing. The Shadows were always displaying on top of the clouds for some reason, and wasn’t sorting it properly within the depth buffer. To fix this, I made a Cloud Shadow stand alone actor that on the Construction script I had it set the Translucent Sort Priority to -1
https://docs.unrealengine.com/latest/INT/BlueprintAPI/Rendering/SetTranslucentSortPriority/index.html
NOTE: I also noticed too that when updating to 4.12 that alot of the post processing was back and I kinda liked it (except for the crazy eye adaption). So I might go back and tune those settings a bit so it really bring out the most of the environments