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.
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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-396764 in the post.
| 0 |
| Component | UE - Rendering - Features - Lumen |
|---|---|
| Affects Versions | 5.8 |
| Created | Sep 14, 2026 |
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| Updated | Sep 16, 2026 |