Description

Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings.

There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that should add the lighting from the Ambient Cubemap to the Translucency Lighting Volume, however, it does not issue a draw call or dispatch.

Steps to Reproduce

1. Download the Licensee's test project and open (see addl info URL)
2. Observe that the translucent Materials do not receive specular reflections from the Ambient Cubemap set in the Post-Process Volume "PPV_AmbientCubemap"
3. Observe that the render pass in "InjectTranslucencyLightingVolumeAmbientCubemap(...)" from TranslucentLighting.cpp never issues a draw call or dispatch.

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Unresolved
ComponentUE - Graphics Features
Affects Versions5.5.4
CreatedMar 26, 2025
UpdatedMar 26, 2025
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