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Fixed landscape sometimes reflecting the wrong light colour - both were due to lightmass assuming only one UV channel and 0-1 UVs (Landscape uses UV#3 for weightmap coords and it isn't 0-1) and incorrectly handling the expanded components (the landscape light mesh is expanded to fix seams in the light/shadow maps of adjacent components) - the fix for holes doesn't use the material because of the expanded components, so would require rendering 9 materials to one output texture, which was too horrible to make work. Ideally we wouldn't expand the components at all :( [CL 2545362 by Gareth Martin in Main branch]