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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
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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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
How can i modify the param name in EQS node
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 |