Description

Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly.

Issue dates back to at least 4.27.2.

As a workaround, making FLightCacheInterface::GetStaticInteraction always return LIT_MAX for bGlobalVolumeLightmap looks to resolve most of the issues (except static geometry)

Steps to Reproduce
  • Disable VSM with r.shadow.virtual.enable 0
  • Add a sphere, set it's "lightmap type" to "force volumetric"
  • Add a spotlight, set it to stationary. Point it at the sphere.
  • Add a cube between the spotlight and the sphere. This will be the shadow-caster
  • Build the lighting with Lightmass
  • Observe that the sphere is not shadowed.

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Backlogged
ComponentUE - Rendering Architecture
Affects Versions4.27.25.0.35.15.2
CreatedSep 5, 2023
UpdatedSep 7, 2023