Description

Mesh's ParticleColor is not reflected in raytraced reflections

Sprite Particles do not encounter this issue. 

Steps to Reproduce
  1. Open a project with -dx12 
  2. In Project Settings, enabled Raytracing and Skin Cache when prompted
  3. Restart the project when prompted
  4. Create and open a new default level
  5. Create a new Material with roughness set to 0
  6. Set the floor mesh to the material 
  7. Create another Material with Base Color set to ParticleColor's RGB value
  8. Create a new System based on the Simple Sprite Burst emitter
  9. Replace the Sprite Renderer with a Mesh Renderer
  10. Set the Mesh Renderer's mesh to a Static Mesh
  11. Override the Mesh's material with the material from step 7
  12. In Initialize Particle, set Color to a non-white value
  13. Place the System in the level above the floor and view the reflection

Result: The mesh particle will be the color selected previously, however the reflection will still be white

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Duplicate
ComponentUE - Graphics Features - Lumen
Affects Versions4.25
Target Fix4.27
CreatedJun 2, 2020
ResolvedJan 26, 2021
UpdatedSep 19, 2021