CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes.
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps 1 fixes the issue, which is the default in 5.4
Expected
The lighting changes gradually while moving around and through the fog planes
Actual
The fog planes brightness is twice as bright when moving through and around them and pop back to normal after a second or two when not moving.
I am not able to find world outliner how to enable it?
Why does my fortnite game crash when i try to launch it
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Teleporter in the Creative Hub is Locked and cannot be accessed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-230768 in the post.
0 |
Component | UE - Graphics Features - Shadows |
---|---|
Affects Versions | 5.3.2, 5.5, 5.4.4 |
Target Fix | 5.6 |
Created | Nov 18, 2024 |
---|---|
Updated | Nov 20, 2024 |