I’m on UE5 Preview2 and I don’t know if this is a bug or something that I’m not configuring correctly in autoexposure.
As seen in the video, I have a room with Lumen and Nanite in which the light from the directional light does not enter. There are only two point lights.
However depending on where I stand with the camera or where I look with it, the autoexposure (I guess the problem comes from the autoexposure, although I’m not entirely sure), doesn’t seem to work properly.
In the video you can see the exposure setting. I have increased the speedDown so that you can see the problem faster. But otherwise it is the default setting.
Depending on where I move or where I look, the scene becomes completely dark and it shouldn’t given the lighting.
Also depending on where I stand and what angle I look at, the exposure ranges from working fine to dark without moving the camera. https://youtu.be/uzevdCB8CTQ
You can verify it by trying the command I listed in that post. The Lumen team has fixed this issue in 5.0 source build, but it’s not in preview 2, so if that is indeed the problem then you can just wait it out and it will be fixed when 5.0 is officially released.
Thanks for answering. I’ve been absent these weeks for personal reasons but I’ve already tried what you said in your last message… But not putting r.LumenScene.DirectLighting.ForceShadowMaps 1 creates another problem as seen in the video. I don’t know what it is or why it happens. I also don’t know if the original problem was actually solved.
That is an interesting issue. Honestly I’ve never seen this happen before…
If you have the option I would suggest compiling the 5.0 branch from source and trying it, as it has the latest bug fixes including the one I mentioned. Otherwise, honestly I think your best approach is to just wait. There’s some rumors that 5.0 will be released (or at least a date announced) next Thursday during the State of Unreal livestream
Does it take a long time to compile the git source???
Any guide on how to do it? I have never done it and I have no experience to do it.
Another question that generates me is how do I open that project that has the problem with the compiled version of the git source code, opening it with the launcher pointing to the new compiled UE version???