# Forward Rendering Numerous Issues

**URL:** <https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452>\
**Category:** Rendering\
**Tags:** bugs, unreal-engine, Post-Process, Rendering, question\
**Created:** [November 5, 2016, 5:33am UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452 "2016-11-05T05:33:42Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Oscar\_Cooke-Abbott](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Oscar\_Cooke-Abbott](https://forums.unrealengine.com/u/Oscar_Cooke-Abbott)\
**Post date:** [November 5, 2016, 5:33am UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/1 "2016-11-05T05:33:42Z")

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I’ve just duplicated a project to test out how forward rendering works with it performance wise, but I have run into a litany of rendering issues, being:  
The stationary lights generated by blueprints do not cast shadows,  
Ambient cubemaps in post process volumes have no effect on the scene,  
Exponential height fog applies the fog throughout the scene rather than based on height.

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [November 8, 2016, 8:05pm UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/2 "2016-11-08T20:05:12Z")

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Hi Oscar,

Here’s a breakdown of what I found while testing the various issues you’ve reported here.

**Stationary Lights in a Blueprint:**

When I test this compared to a non-blueprint stationary light I get the same results for static objects baking and movable actors being lit by the stationary light.

Can you provide more details about your setup for this?

* * *

**Ambient Cubemaps in PPV:**

Submitted a ticket you can track the progress here: [Unreal Engine Issues and Bug Tracker (UE-38371)](https://issues.unrealengine.com/issue/UE-38371)

* * *

**Exponential Height Fog:**

I’m not seeing the same issue you’ve described. In 4.14 Preview 2 when I adjust the height settings and other settings to max values and type in higher values I get the same results I would expect for the Deferred Renderer.

If you have specific settings that cause your issue, please post your details here that can reproduce the issue reliably.

Thank you!

Tim

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<div class="post-metadata">

**Author:** ![Oscar\_Cooke-Abbott](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Oscar\_Cooke-Abbott](https://forums.unrealengine.com/u/Oscar_Cooke-Abbott)\
**Post date:** [November 13, 2016, 5:32am UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/4 "2016-11-13T05:32:53Z")

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**BP Light Shadows:**

It seems to be an issue only in my project - thus caused somewhere in the project upgrading code I guess - as if I make a blueprint that just creates a point light component in construction script, it does not cast shadows; but if I try the exact same blueprint in another project, it does work.

**Ambient Cubemaps:**

From DanielW I now understand it to be an issue due to forward rendering, however SkyLight cubemaps do not function in the same way as PostProcess ones, so it would be good if it could be fixed.

**Exponential Height Fog:**

DanielW explained this well - changing the project setting solved the issue.

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**Author:** ![Oscar\_Cooke-Abbott](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Oscar\_Cooke-Abbott](https://forums.unrealengine.com/u/Oscar_Cooke-Abbott)\
**Post date:** [November 13, 2016, 5:38am UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/5 "2016-11-13T05:38:49Z")

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Also: Directional lights are also not casting shadows at all, whilst pointlight actors do.

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [November 14, 2016, 7:13pm UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/6 "2016-11-14T19:13:37Z")

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> **[Test the Forward Renderer in your PC VR projects with the 4.14 Preview](https://forums.unrealengine.com/showthread.php?126489-Test-the-Forward-Renderer-in-your-PC-VR-projects-with-the-4-14-Preview)**
>
> I strongly recommend everyone with PC VR projects to try out the forward renderer immediately with the 4.14 preview and post feedback! There’s a small window where bug fixes (but not new features) may still make it into the final 4.14 release. Edit:...

If you Directional Light is set to Movable then that has not yet been implemented for 4.14. If you’re using a Stationary Light, the static objects will be baked and the Dynamic Object should be shadow casting, which is what I see in my test project.

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**Author:** ![mustache\_works](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mustache\_works](https://forums.unrealengine.com/u/mustache_works)\
**Post date:** [December 5, 2016, 3:23pm UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/7 "2016-12-05T15:23:40Z")

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Hey,

any idea as to when shadows from movable lights could happen?

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<div class="post-metadata">

**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [December 5, 2016, 3:54pm UTC](https://forums.unrealengine.com/t/forward-rendering-numerous-issues/375452/8 "2016-12-05T15:54:33Z")

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> **[4.14 Rendering Features & November UE4jam Winners Announced - December 1st...](https://forums.unrealengine.com/showthread.php?130186-4-14-Rendering-Features-amp-November-UE4jam-Winners-Announced-December-1st-Live-From-Epic-HQ&p=631681&viewfull=1#post631681)**
>
> https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2016/4\_14/image\_1.png WHAT Daniel Wright is joining us to delve into the new graphics tools from 4.14. With the Forward Renderer for VR and so much more that just came out,...

This should cover your question. Ultimately, it’s on the TODO list but no guarantees when.
