The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reproduce.
If the reproduction steps do not work, try adding a landscape.
1. Download City Sample test project
2. Add the following changes to the DefaultEngine.ini:
```
[/Script/Engine.RendererSettings]
…
; DistanceFields weren't supported by default in the project, so had to toggle this on
r.DistanceFields.SupportEvenIfHardwareRayTracingSupported=1
; Half resolution Distance Fields
r.LumenScene.GlobalSDF.Resolution=124
r.DistanceFields.BrickAtlasSizeXYInBricks=64
r.DistanceFields.BrickAtlasMaxSizeZ=16
[SystemSettings]
…
; r.DistanceFields.SupportEvenIfHardwareRayTracingSupported=0 COMMENT THIS LINE OUT
```
2. Open the project, and open the map "/Game/Maps/Big_City_LVL" or "/Game/Maps/Small_City_LVL"
4. Load a large section of the map, about 1/3 of the island for Big City, or the whole island for Small City.
5. Under Show->Visualize, enable Global Distance Field visualization
6. Verify Global Distance Field is working. If it is not, fix your DefaultEngine.ini
7. Execute the console commands :
8. Observe that the "Updated" field in the debug text is displaying a large number when the camera is still
9. Take note of the stat field "Global Distance Field Update" to compare with later
10. Execute the console command "r.AOGlobalDistanceFieldCacheMostlyStaticSeparately 0"
11. Observe that the "Updated" field in the debug text remains 0 when the camera is still
12: Observe that the current value of the stat field "Global Distance Field Update" is much less than the previous value noted in step 10.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-294097 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 5.5.4 |
Created | Jun 2, 2025 |
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Updated | Jun 2, 2025 |