The Light Function variant of the hit lighting miss shader is compiled as the Light Function material, so MATERIAL_IS_SUBSTRATE=1. This makes it read the ray hit surface from the payload incorrectly:
Here is a work around:
[Link Removed]
Result: The lights with Light Functions do not contribute to indirect lighting (GI) or reflections
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-405322 in the post.
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| Component | UE - Rendering - Architecture - Shaders |
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| Affects Versions | 5.8 |
| Created | Oct 22, 2026 |
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| Updated | Oct 23, 2026 |