It appears that MRQ does not actually add the pass that updates the Water Info Texture in the WaterZone actor. If the Skylight is set to "SLS Captured Scene" and does not capture every frame, then the cubemap capture will cause the water texture to be updated. The texture needs to be re-captured because it is re-created at the beginning of the MRQ render.
1. Download the Licensee test project and open (see addl info URL)
2. Open the Level Sequence "/Game/NewLevelSequence"
3. Render the Level Sequence to an image sequence with the default settings. (you can reduce the number of frames rendered first)
4. Notice that the water is not visible.
5. On the skylight in the level, disable Real Time Capture, and make sure that the source type is "SLS Captured Scene".
6. Save and render to image sequence again.
7. Observe the water has been rendered.
8. On the skylight in the level, change the source type to "SLS Specified Cubemap" and select any cubemap. Save and render to image sequence again.
9. Notice the water is no longer visible.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213949 in the post.
2 |
Component | UE - LD & Modeling - Terrain - Water |
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Affects Versions | 5.4, 5.4.1 |
Target Fix | 5.4.2 |
Fix Commit | 33548006 |
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Created | May 3, 2024 |
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Resolved | May 9, 2024 |
Updated | May 10, 2024 |