Hi Unreal Engine community, I have a big issue issue with Lumen. This is a core issue in Unreal 5.6. Migrating, creating a new project, or cloning the project with the exact same settings won’t fix it. I tried using lots of CVars to see if the issue could be solved, but no, Lumen behaves completely differently in Unreal 5.6. The default values are good and look almost the same as in previous versions, but if we tweak them even slightly, Lumen behaves in a completely different way (huge issue for devs aiming for a more artistic route).
Broken in Unreal 5.6:
- Diffuse Color Boost (advanced Lumen setting) is broken. It also boosts directional light, completely breaking the scene (whether new, cloned, or migrated). Importantly, it breaks car reflections and building materials, and even scenes with less sunlight, like alleys.
- The way Lumen handles color bounces, including Surface Cache and Hit Lighting has changed. There’s a new CVar (which I don’t fully understand) that seems to play a role. Its default is 8, but changing it to 0 slightly mitigates the color issue. However, the problem with Diffuse color boost (regardless of method) persists, but only in Lumen scenes.
CVar in question:
r.Lumen.CachedLightingPreExposure 8 (default)
r.Lumen.CachedLightingPreExposure 0 will reduce color issues a bit.
Comparison: 5.5 vs 5.6, cloned project, exact same settings (Hit lighting, looks the same with surface cache), Diffuse color boost value = 4:
Left, UE5.5, Right, UE5.6:
Broken reflections (directional light and other lights are also boosted):
Huge color problem with Lumen using diffuse color boost (value 4)
Comparison and how they look normally.
I’m surprised no one spotted this except a previous post, this is huge for artists, default values, as I said, are ok, but changing something from Lumen (lights or post process) will fully break the scene.
Easy to reproduce: add a post process volume to any default scene, add a vehicle or colorful asset, and increase diffuse color boost, all the Lumen issues will appear.