Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distance is largely controlled by the lights Attenuation Radius. For instance, using a default light and having it move ~1000 units from the World Origin will cull it completely. Using a smaller Radius like 200 you can go ~7000 units before it fades out.

Example image and video attached.

Notes:

  • Lights Attenuation Radius determines distance visible. Smaller Radius longer distance from World Origin.
  • Only affects Movable/Stationary lights
Steps to Reproduce

1. Open UE4 Paper 2D Project
2. Create a New Blank level
3. Place Geometry at the 0,0,0 World Origin that stretches along any axis
4. Place a Player Start to spawn the character
5. Place a light (Stationary/Movable) with geometry that it can cast light onto near the 0,0,0 location and one further down any axis away from the origin.

Sample Project provided as alternative:
1. Open Project
2. PIE

Regression: NO

Results: In the Orthographic View of the Camera the lights will fade out after a specific distance from the World Origin. This distance is controlled by the Lights Attenuation Radius.

Expected: The light will not fade out.

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Won't Fix
ComponentRendering
Affects Versions4.114.124.13
CreatedMay 20, 2016
ResolvedMar 5, 2017
UpdatedApr 27, 2018