Description

Lumen hardware raytracing "hit lighting" doesn't respect lighting channels. See the provided repro project.

Perhaps in 5.5.x, RT simply ignored non-channel-zero lights, but we didn't notice it previously one way or another. It's very obvious now in 5.6.1 if you have a bright light on a non-zero channel.

Steps to Reproduce

Steps to Reproduce

  • Enabled lumen hardware raytracing (disabling reflection screen traces makes it more obvious, but is not required)
  • Set lumen "Ray Lighting Mode" to Hit Lighting or Hit Lighting for Reflections
  • Create a directional light set to lighting channel 1 or 2
  • Create some meshes that are only using lighting channel 0
  • For "Hit Lighting for Reflections", add a reflective/mirror-like surface so you can see the other meshes in the reflection
  • Note that the channel 0 meshes in the reflection/GI appear to be illuminated by the channel 1/2 light whereas the rasterized pass does not illuminate the channel 0 meshes by the channel 1/2 light

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-357552 in the post.

1
Login to Vote

Unresolved
ComponentUE - Graphics Features - Lumen
Affects Versions5.6
CreatedDec 10, 2025
UpdatedDec 10, 2025
View Jira Issue