After developing a branch that supports complex shapes like half blocks or stairs, the cooked ambient occlusion is lost because the old FBrickVertex that contained three uint8 Coordinates and one extra uint8 called AmbientOcclusionFactor has been replaced by FDynamicMeshVertex, following the Cubiquity UE4 port lead.
The question is how exactly did that struct appear on the material as a Vertex Color input?
If you remember it would help integrating your AO work into the complex shapes branch.
BTW
Any other cool ideas you would like to be made in BrickGame?
Some cool ones:
Adding procedural meshes like grass on top of the grass blocks
Replacing deleted blocks by destructibles and adding force to them so that they go flying
On the same note, TNT blocks
After developing a branch that supports complex shapes like half blocks or stairs, the cooked ambient occlusion is lost because the old FBrickVertex that contained three uint8 Coordinates and one extra uint8 called AmbientOcclusionFactor has been replaced by FDynamicMeshVertex, following the Cubiquity UE4 port lead.
The question is how exactly did that struct appear on the material as a Vertex Color input? If you remember it would help integrating your AO work into the complex shapes branch.
BTW Any other cool ideas you would like to be made in BrickGame?
Some cool ones: Adding procedural meshes like grass on top of the grass blocks Replacing deleted blocks by destructibles and adding force to them so that they go flying On the same note, TNT blocks