VLM is not handled when rebasing.
The following workaround works.
void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniformShaderParameters& ViewUniformShaderParameters) { ... ViewUniformShaderParameters.VolumetricLightmapWorldToUVScale = InvVolumeSize; ViewUniformShaderParameters.VolumetricLightmapWorldToUVAdd = ( -VolumeBounds.Min + FVector( Scene->World->OriginLocation ) ) * InvVolumeSize; // workaround // ViewUniformShaderParameters.VolumetricLightmapWorldToUVAdd = ( -VolumeBounds.Min ) * InvVolumeSize; ViewUniformShaderParameters.VolumetricLightmapIndirectionTextureSize = FVector(VolumetricLightmapData->IndirectionTextureDimensions); ViewUniformShaderParameters.VolumetricLightmapBrickSize = VolumetricLightmapData->BrickSize; ViewUniformShaderParameters.VolumetricLightmapBrickTexelSize = InvBrickDimensions; } else {
In Editor
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PIE
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-115879 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Created | May 17, 2021 |
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Updated | Nov 25, 2024 |