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Note that visual effect particles are still blocked by A-node transparent objects except where those textures have Alpha layer = 0, and where the shader uses the "discard" command to open a hole in the texture.
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Meshes that fall under the A-Node in hierarchy will not respond to tilefade or keyholing due to draw order. |
Tile Water Options
Water on tiles can be either walkable or not walkable, as determined by the walkmesh.
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