The rectangle lights ignore the specular value of lit materials and will apply a specular highlight to them regardless of the value. you can compare the result against a standard point light and you will not see a specular highlight for those.
Create an Empty Scene
Create a new material and connect a constant 0 value to Base Color, Metallic,Specular, Roughness,Anisotropy,Emissive Color.
Add sphere mesh to scene and apply material.
Add a rectangle light.
Observe specular reflection on sphere surface.
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-130362 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.26.1 |
Target Fix | 5.1 |
Created | Sep 30, 2021 |
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Resolved | Nov 3, 2021 |
Updated | Nov 5, 2021 |