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Seems to be an issue with the indirect lighting cache where if you have interpenetrating static meshes (for example static mesh rocks that make up the ground), there are cases where the cache points along the boundary where the static meshes interpenetrate are spawned inside one of the static meshes, and as a result the sample at that point is very dark
[Image Removed]
Volume Light Sample Placement Scale is 0.2 here
(The project in question seems to have this set low as well to get many samples)
Seems more likely to happen with a higher number of samples?
If the character walks into this area, their lighting suddenly becomes very dark
Was able to repro this in 4.8
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-16837 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.8 |
Created | Jun 10, 2015 |
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Resolved | Feb 14, 2017 |
Updated | Apr 27, 2018 |