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September 7, 2016
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Question about unrealEngine-4.11 ofr

  • September 7, 2016
  • 3 replies
  • 966 views

Hello.

 

I developed VR project. I will submit my project to oculus store.

 

I developed project using unrealEngine-4.11 ofr that released by oculus team.

 

My project need fog effect. But unrealEngine-4.11 ofr version doesn't support AtmosphericFog.

 

And so I use ExponentialHeightFog that is supported. 

 

When I used ExponentialHeightFog, My game screen color is turned yellow like screen shot I attached.

 

Is there any solution? or What Did I Do Wrong?

 st

    This topic has been closed for replies.
    Best answer by vrdaveb
    We used fog with all the apps we shipped on the forward renderer. My guess would be an issue with your lighting or clear color. Can you compare your settings to this testbed project?

    3 replies

    vrdavebAnswer
    Inspiring
    September 8, 2016
    We used fog with all the apps we shipped on the forward renderer. My guess would be an issue with your lighting or clear color. Can you compare your settings to this testbed project?
    artberryAuthor
    Participant
    September 9, 2016
    Thank you vrdaveb

    This problem is solved using 4.12 ofr version.

    It works fine.

    But I have one more question. 

    My project objects isn't affected shadow of directional light.

    I fixed ClusteredBasePassRendering.h and ClusteredShadingCommon.usf

    It doesn't work.

    How do I enable casting shadow on the object in 4.12 version?

    Thank for reading.
    artberryAuthor
    Participant
    September 9, 2016

    vrdaveb said:

    We used fog with all the apps we shipped on the forward renderer. My guess would be an issue with your lighting or clear color. Can you compare your settings to this testbed project?


    Thank you vrdaveb

    This problem is solved using 4.12 ofr version.

    It works fine.

    But I have one more question. 

    My project objects isn't affected shadow of directional light.

    I fixed ClusteredBasePassRendering.h and ClusteredShadingCommon.usf

    It doesn't work.

    How do I enable casting shadow on the object in 4.12 version?

    Thank for reading.