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.
| 0 |
| Component | UE - Rendering - Features - Shading Models |
|---|---|
| Affects Versions | 5.8 |
| Target Fix | 5.9 |
| Fix Commit | 59715983 |
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| Created | Oct 22, 2026 |
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| Resolved | Oct 27, 2026 |
| Updated | Nov 6, 2026 |