Problem with shaders after deleting DerivedDataCache folders

Hi everyone

Since I had my C: drive quite full I tried deleting the DerivedDataCache folders and let them generate again. It took a lot of time to compile the shaders and build the mesh distance fields, and after it was done, my project shaders were screwed.
First, some mesh distance fields were wrong, this was fixed recalculating them.
But the thing is giving me more trouble is this, I’m getting some weird light reflections on surfaces that were ok before. I’, ataching some captures to see the diferences (I have a previous packaged version).



c9ff0f7774399602a6ecad93d44d0019f9a8f20c.jpeg
6092efd6857d413c45bbe31eb39ad8dc1cae32d0.jpeg
8dfd5a4e4823bd03f7914bf09abd3aeca970fc47.jpeg
469df08904f927a51ddad15ae74a826ff2b6b183.jpeg
856ce2fd0445654e8c57560d154c4842431364ac.jpeg
a0c86eec1b54dc1adb3975cd85cd94b58c9f81b4.jpeg

About the last two captures, I actually changed the lights from the bathroom from Stationary to Static before baking, so that might be a reason. But with the other materials I don’t know what’s happening.

Any idea on what’s going on?
I’m going crazy with this, I’d appreciate some help

Thank you

I had a similar situation before, I spent a few days trying to fix it, but finally I decided to make everything from scratch, took me more than one week :frowning:
I would love to know a solution just in case

It looks like the baked light is mishing. If you look at the shadow on the ladder in the second capture is quite obvious something is wrong. In the two examples the lighting quality is set to high and is built.

Finally solved, it was a bug in a sphere reflection capture. It took a whole day to find out!

Can you go into any more details on the bug? It was a bug in the sphere reflection capture code?