# Current state of UE-56344? (Point light reflection rotation)

**URL:** <https://forums.unrealengine.com/t/current-state-of-ue-56344-point-light-reflection-rotation/433303>\
**Category:** Rendering\
**Tags:** reflection, unreal-engine, question\
**Created:** [September 6, 2018, 1:05pm UTC](https://forums.unrealengine.com/t/current-state-of-ue-56344-point-light-reflection-rotation/433303 "2018-09-06T13:05:46Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Thumbserelly](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Thumbserelly](https://forums.unrealengine.com/u/Thumbserelly)\
**Post date:** [September 6, 2018, 1:05pm UTC](https://forums.unrealengine.com/t/current-state-of-ue-56344-point-light-reflection-rotation/433303/1 "2018-09-06T13:05:46Z")

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Hi

It states in the bug report that it cannot be reproduced, but on the left says that it can be reproduced in 4.19.0 and 4.20.0

I have been able to reproduce this bug myself and searching to see if it already existed was how I found it. With the high number of votes I’m guessing a lot of people are also experiencing this.

Has the status for this been labeled wrong?

UE-56344

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<div class="post-metadata">

**Author:** ![Thumbserelly](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Thumbserelly](https://forums.unrealengine.com/u/Thumbserelly)\
**Post date:** [September 7, 2018, 8:40am UTC](https://forums.unrealengine.com/t/current-state-of-ue-56344-point-light-reflection-rotation/433303/2 "2018-09-07T08:40:47Z")

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Looks like there is a fix for half the problem but the baked light reflections are still the wrong way around.

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<div class="post-metadata">

**Author:** ![Thumbserelly](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Thumbserelly](https://forums.unrealengine.com/u/Thumbserelly)\
**Post date:** [September 7, 2018, 3:48pm UTC](https://forums.unrealengine.com/t/current-state-of-ue-56344-point-light-reflection-rotation/433303/3 "2018-09-07T15:48:44Z")

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Ok I manged to find out that this was fixed when Epic added code for Rect lights

[https://github.com/EpicGames/UnrealEngine/commit/8522799c64393b2ae1f2a23182670de857b9912e#diff-79f2853f5fc843939a1e9e73ced510ea](https://github.com/EpicGames/UnrealEngine/commit/8522799c64393b2ae1f2a23182670de857b9912e#diff-79f2853f5fc843939a1e9e73ced510ea)

The fix to make the reflections of the baked lights with a source length \> that 0 have the correct rotations are in SceneVisibility.cpp  
PostVisibilityFrameSetup

Replace this

```
const float ZScale = FMath::Max(LightParameters.LightSourceRadius, LightParameters.LightSourceLength);
					DrawSphere(&LightPDI, Origin, FRotationMatrix::MakeFromZ(LightParameters.NormalizedLightDirection).Rotator(), FVector(LightParameters.LightSourceRadius, LightParameters.LightSourceRadius, ZScale), 36, 24, ColoredMeshInstance, SDPG_World);

```

with this

```
					FMatrix LightToWorld = Proxy->GetLightToWorld();
					LightToWorld.RemoveScaling();

					//Grabbed from the update when Epic added RECTLights
					if (LightParameters.LightSourceLength > 0.0f)
					{
						DrawSphere(&LightPDI, Origin + 0.5f * LightParameters.LightSourceLength * LightToWorld.GetUnitAxis(EAxis::Z), FRotator::ZeroRotator, LightParameters.LightSourceRadius * FVector::OneVector, 36, 24, ColoredMeshInstance, SDPG_World);
						DrawSphere(&LightPDI, Origin - 0.5f * LightParameters.LightSourceLength * LightToWorld.GetUnitAxis(EAxis::Z), FRotator::ZeroRotator, LightParameters.LightSourceRadius * FVector::OneVector, 36, 24, ColoredMeshInstance, SDPG_World);
						DrawCylinder(&LightPDI, Origin, LightToWorld.GetUnitAxis(EAxis::X), LightToWorld.GetUnitAxis(EAxis::Y), LightToWorld.GetUnitAxis(EAxis::Z), LightParameters.LightSourceRadius, 0.5f * LightParameters.LightSourceLength, 36, ColoredMeshInstance, SDPG_World);
					}
					else
					{
						DrawSphere(&LightPDI, Origin, FRotator::ZeroRotator, LightParameters.LightSourceRadius * FVector::OneVector, 36, 24, ColoredMeshInstance, SDPG_World);
					}
```
