I’m seeing some oddness relating to Light Shafts, in the editor everything looks fine, but when I play a level the light shafts are pointing in a different direction. I didn’t notice a problem prior to upgrading this machine to 4.8.1.
Tried updating gfx drivers, no help. Created a test project, issue IS still there. As I’m using a MBP in Bootcamp, I booted to OS X, same issue IS present… Which leads me to suspect a chipset compatibility issue? I’m using an Nvidia 650M GPU, could anyone see if they have issues with Light Shaft direction on this GPU?
I’ve tested for the problem on a second computer (760 GTX), and it’s NOT present.
This might sound rather generic, but maybe check to see that all of your drivers are up to date. Otherwise, I’ll try to reproduce your problem on my end. Is your setup unique in anyway?
Only unique in that I’m setup for game Dev. Drivers are obviously up to date, only reason I had to update gfx driver was because nvidia released a new one to try to address batman.
I’m an experienced game developer (since 80s), just don’t have the sort of time needed to debug the engine. When the Light Shafts worked properly on another machine the next day, I was sort of hoping the issue on the Mac was caused by an evening of Substance Designer being crash happy, but no luck…
Could be a currupted constants bufferr, but interesting how it’s happening on the same machine, on two different OS’s. Would suggest something hardware related the engine isn’t liking, but it was fine - been working on this game on this machine since March 2014.
From a viewer point of view, the light shafts always go up and left from the source. In my original game, and in a test based off the FPS C++ example code (with shafts turned on).
Would appreciate anyone else taking a look, especially if you have an early 2013 MBP with 650M.
Yep, it was on the todo list, here we go.
So these are tests created specifically to demonstrate the issue, I tried 4.7 and 4.8, the issue is only in 4.8 on this machine.
Thank you for the pictures I wanted to confirm that it was the same issue I’ve seen before. It is currently being worked on as UE-17199. In the meantime if you set your Screen Resolution Scale to 100% and not above or below that your light Shafts will render correctly.
Ah ha! Interesting! Also explains why it was only happening on MBP, as I have resolution set to 50% to compensate for the retina fill rate.
Thanks for the workaround!
Gavin