Description

A USceneCaptureComponent2D with bCaptureEveryFrame = true and default post process settings causes FLumenSceneData::IndirectLightingAtlas and RadiosityNumFramesAccumulatedAtlas on the shared Scene->DefaultLumenSceneData to be set to nullptr every frame.

This permanently resets Lumen Radiosity temporal accumulation for the main view, producing severe indirect-lighting flicker — most visibly in Lumen Reflections on water. Direct lighting is unaffected, which makes the issue look like Radiosity noise rather than a resource-lifetime bug.

Steps to Reproduce
  • In a project with Lumen GI enabled (Radiosity on — default).
  • Add a USceneCaptureComponent2D to any actor that exists in game:
    • Assign `Target Texture` to SceneCaptureComponent
    • bCaptureEveryFrame = true
    • CaptureSource = SCS_SceneDepth (other sources reproduce as well)
    • bRenderInMainRenderer = false (default)
    • Post process settings left at defaults
  • Play in PIE or a packaged build.
  • Enable r.Lumen.Visualize 24

Expected

Lumen scene data is preserved and lumen visualizations don't flicker and neither does indirect lighting on surfaces like reflections in water don't flicker

Actual

Flickering occurs in reflected surfaces and indirect lighting visualizations because the scene capture component is causing the indirect data to be destroyed/reset every frame.

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Unresolved
ComponentUE - Rendering - Features - Lumen
Affects Versions5.8
CreatedSep 14, 2026
UpdatedSep 16, 2026
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