When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is black.
If you keep the Skeletal Meshes in view and toggle the Sublevel's visibility, then the indirect lighting is fixed and works as expected.
Occurs in both 4.14.3 and 4.15.1 binary versions of the engine.
1. Open attached project.
2. While keeping the Skeletal meshes in your view, toggle the 'Test' sublevel visibility off and on.
3. Now look away from the meshes and toggle the sublevel again.
Outcome The Skeletal mesh using the Capsule Indirect shadows and ILCQ Volume settings applied renders black as if there were no indirect lighting.
Expected For the indirect lighting to load and be visible like the other skeletal meshes in the test project.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
An error occurred while trying to generate project files !?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43917 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.14.3, 4.15.1 |
Target Fix | 4.17 |
Fix Commit | 3407451 |
---|---|
Main Commit | 3511602 |
Created | Apr 12, 2017 |
---|---|
Resolved | Jun 5, 2017 |
Updated | Apr 27, 2018 |