Hey all,
I'm looking for some guidance as to what to investigate in trying to fix this shading artifact I'm seeing on instance static meshes in UE4 4.25.3.
The attached gif shows the artifact I'm seeing. The mesh on sc L is just a static mesh dragged in from the content browser. The same mesh is on the right but instanced via an HDA from Houdini. I saw this on a more complicated set up but what we are looking at is a stripped down HDA that is just 6 points. I have tried using the a couple methods for the instancing (packed copy to points geo, straight points and unreal_instance attributes). The mesh is the same so it has the same import settings. A different mesh dropped on the HDA will show similar artifacts (i.e. “regular” mesh looks fine, instance mesh gets the dark ‘shadowing’).
The effect seems to be camera distance relative and only partially impacted by light position. It looks like broken normals or up vector but the mesh normals seem fine on the Left and, as a test, I've tried setting a manual up vector on the points in the HDA to no effect.
I've used HDA for basic layout / arrangement like this before; very simple stuff to be sure. Never seen a rendering artifact like this. Has anyone else seen this before? Suggestions on what to investigate next? Since the source mesh looks right, I'm more focused on the HDA and Houdini side of things…