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.
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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-261925 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5.4 |
Created | Mar 26, 2025 |
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Updated | Mar 26, 2025 |