[5.5.3] Lumen Bounce Light in SceneCaptureComponent2D

Hi everyone,

We’re running UE 5.5.3 in Ubuntu in a projection lab working to get a panoramic display of sorts. For that we’ve split the monitor up into thirds where the main camera renders to the middle third while left and right of it we spawn additional windows with render textures capturing from SceneCaptureComponent2Ds. We’ve gotten most of the way there but we’ve run into a difference in lighting.

The scene is underwater and we have a few rings that serve as checkpoints. The rings use an emissive material and we’re noticing the SCC2Ds have no bounce light on the seafloor while the main camera does. The scene uses a third party underwater atmosphere setup that includes PP and Lumen GI, but I can’t seem to get the bounces to appear in the SCC2Ds. I read on a different thread that you had to explicitly enable Lumen for the SCC2Ds as well and I tried that, but it made no difference.

I’ll attach a screenshot of the border between two cameras. Left half is the SCC2D and right half is the main camera (a normal camera actor). Any ideas of how to get the lighting to match? Keep in mind I’m only a few months into UE work so there could be something blindingly obvious I’ve missed. Thanks in advance!

First off, why not use 3 cameras ?
Also, not sure about your setup, but three displays for panoramic setup, you should really consider Ndisplay first.

And yes, inside the scc2d, there is a postprocess settings where you have to re-enable all the settings you have in your main camera, including lumen and reflections (go through them one by one)

Well, frankly when I started this project I was a complete newcomer to UE, so I had ChatGPT help me with the architecture, and it suggested the SCC2D route. We’ve gotten it to work pretty well, but I’m sure there are other approaches. We did indeed try nDisplay as well, but it didn’t play nice with Ubuntu’s display manager. Perhaps with more time we could have solved it, but this ended up being the most promising setup.

I’ve gone through the SCC2D postprocess settings for GI and reflections and tried explicitly enabling as many settings as I could find, but none of them seem to be affecting the bounce lighting.

Scratch that, I’m silly… I remembered I had set the SSC2Ds’ post process blend weight to 0 for synchronization, so that they’d inherit all those settings from the existing post process volume in the scene. Turns out even if you have to explicitly enable Lumen, you also need the blend weight enabled for it to show up. Now I see the bounce light. I’ll just have to synchronize the settings more manually.