Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker.

I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerated results. I have also attempted to modify the Volume Lighting Placement Scale, as well as the smoothness, and various other settings to affect indirect lighting, but all tests produced some form of flickering.

The licensee is reporting this in 4.12, but I was able to confirm it to occur in 4.13.2, 4.14.3, 4.15.1, and the 4.16 preview 1 binary releases as well.

Steps to Reproduce

1. Open attached project.
2. Press Play in Standalone
3. Walk under shadowed area.

Outcome The characters indirect lighting begins to flicker. The idling animation helps exaggerate the issue.

Expected The indirect lighting either transitions smoothing between samples, or stays consistent and does not flicker.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44539 in the post.

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.
CreatedApr 30, 2017
ResolvedMay 9, 2017
UpdatedMay 10, 2017