Negative scale for instances inverts normals in Unreal.

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I've been building a staircase tool and one thing I noticed that is a bit annoying is how I can't set negative scales to mirror a static mesh. When I try, the normals of the instanced mesh get inverted.



As a result I need to play tricks with my tileset to allow for as little amount of pieces as possible (because left and right winding can't always be flipped.

I can't however do this for my staircases, as an example I have a winding staircase set of 3 models in the clockwise direction.
But because I can't invert my mesh, I have 3 more for the counter-clockwise direction.



Strangely enough the Unreal Engine 4 does support inverted scale for meshes.
I can set the scale value of any static mesh to -1 and it will simply mirror itself, but its normals will remain intact.

I noticed how the meshes generated by the H engine are clumped together as instanced static meshes.
Is the inverted normals an issue with the import behavior from unreal or an oversight ?


Sincerely,
Erwin Heyms
Edited by Erwin Heyms - 2020年7月14日 15:18:56

Attachments:
inverted.PNG (1.4 MB)
staircaseset.PNG (37.7 KB)

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in matertial , twosidesign to lerp (0,0,-1)(0,0,1) to normal
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Erwin, did you ever find a solution for this? I’m encountering the same issue and an unable to use two-sided rendering as a workaround.
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