I think i need to take a break for trying to sort out why the geometry and the material isn’t rendering correctly. there is something odd about the lightmap as well as perhaps the geometry to handled when imported in. Maybe I should try to reimport them.
anyways I did some light visual touch ups with the post processing by adding grain, I will probably do a LUT pass once I add in some more art pieces to fill the space.Perhaps I should also start adding in the piece the player has to steal in the level.
Surprise, I tried to reimport the problem tiles from the original tile set source and make the same edits and export it into the UE4 project folder and now the issues are resolves. Not quite sure what happened but hey i will just keep going.
I do however receive this error “WFC_layout_unreal_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. “ which i probebly need to fix. it doesn’t appear when i have it as static or stationary prop but that interferes with my player navigating through the space.
So I did some research and will just take it that currently it’s okay since the floorplan isn’t actually going to move at runtime to cause hiccups in preshadow calculation. I also changed the only directional light i have from static to movable which apparently “saves performance”. The problem is that in edit mode I can see the dynamic shadow but it’s not rendered in play mode.
I fixed some of the painting layout, some of the painting spawner is still positioning at the corridor entrance because the way i generate the points. I decide to take a (possibly really dumb) approach and just booleaned out the ones that are sitting in the zone of the corridor tile.
I might take a break from the engine visuals and work on some friend NPC characters to populate the space.