Description

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
	{
Steps to Reproduce
  1. Open attached project [Link Removed]on ue4.26
  2. Play In Editor
  3. Grayman doesn't take any light from VLM

In Editor

[Image Removed]

 

PIE

[Image Removed]

 

 

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Backlogged
ComponentUE - Graphics Features
Affects Versions4.26
CreatedMay 17, 2021
UpdatedOct 13, 2023
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