When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken from the wrong position (e.g. in the sky rather than in a room). This technique is relevant for teams that want to rely on Reflection Captures when Screenspace reflections are unavailable. This is present in fresh 5.4 projects, as well as projects that have been upgraded from prior versions of the engine (e.g. 5.2). Deleting and remaking the skylight or reflection captures only solves the issue temporarily.
Steps to Reproduce
1. Open a level (e.g. Starter Content level).
2. Turn off lumen, turn off Screenspace Reflection, turn off raytracing. Set Force No Precomputed Lighting to OFF under World Settings and Allow Static Lighting to ON under Project settings.
3. Put a fully metallic sphere in a scene.
4. Add a Movable skylight to the scene.
5. Place a SphereReflectionCapture next to the sphere with a large radius, and move the Skylight to another area.
6. Build Reflection Captures.
7. Observe: The reflection in the sphere will be that captured from the position of the skylight and not the SphereReflectionCapture actor in its range.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-295460 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.4 |
Target Fix | 5.4 |
Created | Jun 10, 2025 |
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Updated | Jun 10, 2025 |