I see the outline shadow in the scene cube capture. Why is that?


As Google Gemini told me, I’ve tried to turn off vignettes, turn off lumen, turn off mesh distance, use anything other than lumen, turn off AO, try ray tracing, or turn off exposure.
Still, there’s still an outline shadow in self-defense, why?

The shadows are also rippling.

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It somehow looks like the wall of your cubemap are outputting depth as if they’re the insides of a physical cube? What does your normals and depth visualization look like?

You’re probably using a vignette in your post process, each 90 degree side of the cubemap is captured individually and so you get artifacts like this with a lot of screenspace effects.

The vignette is off, and I’ve tried to get rid of the post process itself just in case. There’s still a shadow around the cube.
For your information, this is the free interior level you provide when you create a new level for the Unreal Engine.

When you look at the visualization, it’s the same as it is today. xyz gizmo is the scene capture cube actor.

This is not how you disable post process effects. If you have no post process volume or you have one and the option is unchecked, it just uses the default settings, and Unreal defaults to a 0.4 vignette.

You need to create a post process volume, set it to unbounded, and then set the vignette intensity to 0

This is the result of setting the vignette to 0 after unlimited post-process unbound checks.

Yes, and the vignette is gone. That should give you a hint as to what the next problem is: It’s another default post process.

In this case, auto-exposure. Go into the post process volume again, and set the exposure metering mode to manual.

Again, every side of the cube is captured individually and so any view-dependent post effects will create a seam. So whenever you see differences between the sides, you can be certain it is being caused by some view dependent effect. Most of these are post processes (SSAO/Auto-Exposure/SSR/Vignette, just to name a few), and you can usually figure it out just by looking at it. Some are not as obvious, such as Lumen and Megalights RT shadows.

I set the exposure to the manual and lowered it to the opposite value, and the result is like this.