Differences in Subsurface Scattering between UE5.0 and UE5.1?

Hello there,

are there any known differences in how Subsurface scattering is calculated between UE5.0 and UE 5.1? Because i converted my project from UE 5.0 to 5.1, and i noticed a drastic change in how subsurface scattering affects my characters material.
in UE 5.1 it is somehow a small dot instead of scattering softer across the whole sprite.
Right now i just using a blank white silouhette (the chars alpha mask) for better visualisation. The char is currently standing in front of one of those candles, which is supposed to let light scatter through him - to give the illusion from the cameras point of view, that the candle enlightens everythign in that area, and the char is not a pretty dark mass, that blocks out every light.

No settings were changed, no materials altered between those two, its just the UE 5.0 version copied/converted to 5.1, so i am not sure, what causes this difference, and how to get the 5.0 look back.

Does one of you have an idea?

Are you using Lumen? It is constantly updated and the best way to figure out this is by going through the change log. Unreal Engine 5.1 Release Notes | Unreal Engine 5.1 Documentation

No, Lumen is turned off, since this project originally started in UE 4.27, and got it´s main look from there, without Lumen. Oh, in 4.27 the character has the same look as in UE 5.0, with the subsurface scattering being way softer than that UE 5.1 dot.

The main light sources are a Directional Light as the sun, Sky Atmosphere, Skylight, and an Exponential height fog, and small point lights for candles or in front of windows (those and candle lights don´t cast shadows, directional light/sun does cast shadows).

Ok, while i have no clue, if the difference in subsurface scattering is intentional or not, i was able to get back my desired look by switching the material from a subsurface scattering one to two-sided foliage.