It appears skylights set to stationary mode don’t apply a static secondary bounce anymore.
I rebuilt the lighting with a completely fresh install on the included third person example map with an additional cube added to show the effect.
You will also notice that the skylight indirect lighting intensity slider has no effect, nor does adjusting the indirect lighting intensity slider in a post process volume when using a stationary skylight.
I’m not seeing the same issue on my end when comparing a new ThirdPerson Template project in 4.10 vs 4.11. I’m getting the same results.
You may want to include more information about your scene setup as well because it looks like you’ve disabled/removed some of the things from the basic map, like the sun or the skysphere. Even if I remove these assets I get the same results across both versions along with the Indirect Lighting Intensity slider working as intended.
Something to try:
In your screenshots there does appear to not be using the highest scalability settings so make sure that your Engine Scalability Settings is on EPIC.
Try in a blank unaltered project, like the ThirdPerson Temaplate
Sorry about that; you’re right about the additional map edits. I forgot to mention I removed the directional light as well to emphasis just the skylights affect without the directional lights bounce muddying the results. All engine scalability settings were set to EPIC on both examples.
Here is a new test - I apologize for the amount of steps but I wanted to make sure everything was completely constant. I performed the exact steps for both 4.10.1 and 4.11 preview.
Created new blank template project
Created new map - default layout
Disabled affect world on included Light Source
Disabled Colors Determined by Sun position on the Sky Sphere
Back in 4.10, I then turned the Indirect Lighting Intensity slider to 0 under the SkyLight actor and rebuilt lighting. You can see now both 4.10 and 4.11 sync up perfectly.
Thanks, for the clear repro steps. I was able to narrow that down to just a few and have submitted the ticket with UE-24813. This should get an update in one of the preview builds between now and February when 4.11 final is released. Until the devs return from their holiday break I won’t have any further information for when this will be addressed.
I just wanted to update you that as of preview 7 this bug is still in effect, however it seems like it was removed from the known issues list on the 4.11 preview forum post. Just wondering if there might have been a mix up, or possibly it was fixed internally and hasn’t made it to a public build yet.
It’s still marked as “To Do”, however, it’s not listed as a fix version target of 4.11, so without that, it’s not going to show on the list of known issues for 4.11 that are being worked toward. I just checked in our internal build of 4.12 (CL-2894512) and this behavior is still the same. So, with that said I don’t have a timeframe for when this will be addressed.