Hello we are trying to use the first person feature for rendering in our game, but we noticed the meshes using it, do not render into the lumen scene, is that intended behavior? will it be address in future?
Cheers
Jorge CR
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Hello we are trying to use the first person feature for rendering in our game, but we noticed the meshes using it, do not render into the lumen scene, is that intended behavior? will it be address in future?
Cheers
Jorge CR
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Hello,
There is a scaling mismatch between the first person scene and the Lumen scene, but that might be something we can work around. We don’t currently have plans to address this in the future but will discuss it after the holiday break. Can you share more details about the use-case where you were seeing graphics issues because of the first person mesh wasn’t in the Lumen scene?
Also, I just wanted to post a reminder that Epic will be on holiday break starting next week (Dec 22, 2025) and ending Jan 5, 2026 and there will be no responses from Epic on public or private tickets, though you may receive replies from the community on public tickets.
We wish you happy holidays!
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Hi,
so as pointed out by Alex, first person primitives have some distortion (scaling/stretching) on them to achieve the first person FOV effect (and also the anti-clipping behavior). This means that those meshes only really make sense from the camera’s point of view, so they’re intentionally not present in shadow maps, the raytracing scene or the Lumen scene. We have the concept of WorldSpaceRepresentation primitives, which represent the distorted FP meshes with a non-distorted mesh in world space (you can think of it as the third person representation of the player and then gun etc). UE uses these meshes to cast shadow onto the scene and to represent the first person geometry in the raytracing world, so you can see reflections of yourself in mirrors. This should also work with Lumen.
Do you specifically need the first person meshes to exist in the Lumen scene or would the world space representation be good enough?
Cheers,
Tim
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Hello Tim and Alex, thanks for the responses
We discussed the issue internally, we will try using the world space representation, but it case it does not work, we will have a duplicate of the static meshes that will be visible for the lumen scene but not visible for the main scene.
Cheers
Jorge CR
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