Open kone9 opened 3 years ago
First in Main the meshes are broken because Unreal Engine when exporting to the web does not allow meshes that have more than 65,000 vertices. Be careful because when exporting from blender3D and importing into unreal engine the vertices are multiplied by 3.
You can test the exported project in WEBGL1 here. https://kone9.itch.io/prueba-unreal-engine-en-web
Well how the crickets sing around here, in the end it seems that I found the solution, but I don't know if it will be 100% true, I have to verify it, but I already document the information .. The issue is that in the exported files there is a variable that forces the use of WEBGL1, once set to TRUE it is activated and works with webGL1.
I am using Unreal Engine 4.23.1 and I am finding some bugs when exporting. Configure the project so that the preview is in hmtl, that is, "WebGL 1.0" "OPENGL 2" "ES2" and I would be interested to know: Unreal Engine HTML is it possible to choose the type of webGL when exporting ?. I mean specifically I want to choose if it is exported with "ES2", "ES3" -Another issue is that I can't get the shadows to preview. -Another issue when the meshes are rendered on the web break .. -I would also be interested to see an unreal engine when exporting to the web on how to change the default view of the template in HTML, that is, modify the css- -I have several details to say, but if there is no one to answer, I don't know if the explanation is worth it. Hopefully there is someone around here.