There is no indirect lighting for the Nanite sphere and box. (see the screenshot). If disable the nanite compute material ( r.Nanite.ComputeMaterials 0), it will be correct.
It seems there is a bug in LoadBasePassPipeline, the "if (bAllowStaticLighting && SceneProxy->HasStaticLighting())" should be changed to "if (bAllowStaticLighting)"
How do I set a material as a post-processing material?
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the difference between Camera and CineCamera?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How does TArray loop correctly remove elements in blueprints?
How to delete some elements correctly when deleting an array loop?
How to implement springarm components to scale according to mouse position in spawn?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-218670 in the post.
2 |
Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 34729007 |
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Created | Jun 25, 2024 |
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Resolved | Jun 28, 2024 |
Updated | Jul 29, 2024 |