Unreal Engine light baking in external editor vs. light buildin in editor for Quest
I have been trying to convert some simple projects to Oculus Quest packages. I am relatively familiar with how light building in Unreal Engine works, but the result looks so different in Vulkan preview mode and on the deployed version that I am wondering if I am doing something wrong. Generally, after baking the lights and switching to Vulkan preview mode, everything looks desaturated and lacks contrast. As a test, I used Blender to bake the direct and indirect light of a scene onto all models, to then use this texture for an unlit material in UE. I was blown away by the quality, which stays almost the same on Vulkan. I do understand that baking lights in the texture using an external editor will look good but will also have several limitations in terms of dynamic lights and shadow casting. What I really do not understand, is why baking lights in UE with production quality settings keep ending up in a massively downgraded Vulkan conversion. Am I doing anything wrong? Do you have any suggestion on the best practices, also related to external software baking? I am using UE4.27.2, vanilla branch from the Epic Games Launcher.2.5KViews0likes1CommentUE4 Dynamic Spotlight shining through walls
I'm currently prototyping in UE4 (4.25 Oculus branch) for Quest 2. Navigating in the dark with a flashlight is a major part of the game concept but we've already hit a snag early in our prototyping phase. Dynamic spotlight works fine when previewed from the editor on PC, but as soon as the project is built and deployed on a Quest 2 the spotlight shines through walls. Is there some setting that I'm missing or is this simply a limitation by Unreal Engine on mobile hardware? I'm not expecting to get full dynamic shadowing on objects, but just not have our spotlights shine through solid thick walls. Here is a video of the issue at hand: https://www.youtube.com/watch?v=vHEmML87Mnw&ab_channel=Designbykivi In the video above, there are a mixture of static meshes and UE4 brushes, both that are set as static object and baked down. Regardless, the dynamic spotlight shines through them without blocking any light.1.5KViews0likes0CommentsBaking Lightmaps Breaks Build
Unity: 2018.3.6f1 Oculus Integration: 1.4 Hi all, I am currently building an app for both PC and Oculus Quest. I do not have any significant issues with my PC build. However, whenever I bake lightmaps for my Quest build, I can no longer load the baked scenes without the app crashing. When the app crashes, I do not get an error beforehand in ADB Logcat. Has anyone else experienced this problem?3.2KViews0likes11Comments