Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLight is static and preventing upload as when static lighting is allowed, this contribution would have been baked.
The ES3.1 path uses a slightly different check. That path checks if the light is non-static or if static lighting is disabled, leading to the expected outcome. Modifying the desktop-class path to include the extra condition solves the issue.
1. Create a level with a reflective surface such as a mirror that is using Lumen Reflections
2. Place a SkyLight set to Static with a specified cubemap
3. Place a PostProcess Volume and set SkyLight Leaking to 1
4. Play-In-Editor
Observed: SkyLight Leaking does not affect the reflection
Expected: Reflection matches the presentation of the non-reflected world
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-320675 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.6, 5.6.1 |
Created | Sep 10, 2025 |
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Updated | Sep 10, 2025 |