heterogeneous volumes SkyLight VolScatter Intensity not working

As the title says, Volumetric Scattering Intensity on a SkyLight doesn’t work in Deferred Renderer mode. Even though I tunred on Indirect Lighting, and I can see it’s working, with cvar “r.HeterogeneousVolumes.IndirectLighting 1”, if I change it, it doesn’t do anything. It _does_ work with a Pathtracer.

Is this a bug?

Thanks

Deferred Volumetric Scattering Intensity = 0.5

[Image Removed]Deferred Volumetric Scattering Intensity = 1.0

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Pathtraced 0.5

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Pathtraced 1.0

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Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into this interaction between heterogeneous volumes and Sky Light Volumetric Scattering Intensity for you.

Can you please send us a minimal test project that demonstrates this, and include screenshots of the issue from the test project? Please also include the version of Unreal Engine you are experiencing this issue with.

The guide for test projects: [Content removed]

1. Load Content\volum_skylgt\L_test.umap

2. While in “Lit” mode change SkyLight Volumetric Scattering Intensity paramter to 1, then to 10, then to 100. Note that there is no change.

3. Switch to “Pathtracing” mode.

4. Change SkyLight Volumetric Scattering Intensity paramter to 1, then to 10, then to 100. Note that it works.

Hi Stephen - we’ve upload the sample project on Box here - Box | Login

Hi Stephen - unfortunately we can’t upload it directly here as it uses a proprietary asset. I’ll have our TPM Michael Neely direct you to the upload.

We’ve continued discussions in the following ticket: [Content removed]

This is a separate issue then the other one. Could you pelase also take a look at this one? Thanks

Hello,

We are unable to open external download links - can you please attach the test project directly to a reply?

To ensure it is under the 2 GB limit, please make sure to start with a blank project without Starter Content, and only include the required content to reproduce the issue.

You only need to zip the Content, Config, and Source (if applicable) directories, along with the .uproject file.

Hello,

If you prefer, we can make this case confidential for you, to protect your asset. If this is the option you want to take, please let us know.

Hello,

Thank you for the reply.

Can we close this ticket in preference of the other? You can always re-open it if you find you need additional assistance for the same issue.

Hello,

Thank you for your patience.

We are looking into the issue.

Hello,

Thank you for reporting this. I can confirm this issue can be reproduced as described in the latest CL, and will open a bug report.

We will reply with a public tracker when it is available.

Hello,

We have opened a bug report:

The tracker will be visible after it is approved internally at Epic Games and is publicly accessible.