After the most recent 28.30 update, general lighting in published maps is extremely bright/washed out. My island that was affected was using the CH4 TODM and had no settings changed prior to or after the most recent update. I’ve included a video that shows the drastic difference in lighting after the update. I’ve also included footage that shows me attempting to fix the lighting in UEFN/Live Edit. When adjusting the settings in UEFN and testing in Live Edit, the lighting looks great when starting the game for the first time. However, when ending the Game and starting again, the lighting is back to being extremely bright and washed out. I’ve tried using No Day Sequence Devices, CH4 and CH5 TODM’s, and have had the exact same issue.
Steps to Reproduce
Adjust any lighting settings and/or Day Sequence device in a UEFN project, push to Live Edit, Start the Game, End the Game, and Start again.
Expected Result
The lighting should remain unchanged when starting the game multiple times in Live Edit, and surely should not change in published maps without pushing an update to the map.
Observed Result
Published map lighting drastically changed, and Live Edit session lighting changing after starting game multiple times.
The effect in your video suggests to me that your map might contain standalone lighting actor types (ex. SkyLight) where only a single instance of that lighting component can be active at any given time. Bear in mind that the TODM has these components (SkyLight, DirectionalLight, ExponentialHeightFog, SkyAtmosphere) as well. When multiple lights of these types are present, the behavior is arbitrary as to which actor will become active.
My guess is that you might have an extra SkyLight in your map. Could you confirm if you have any standalone lighting actors in your map?
Thanks for the response! I did not have any standalone skylights or any light actors present in the map. Even when removing the Day Night Sequence entirely, I was getting the same results. For some more clarity on the issue, this did affect my current (at the time) published island after the 28.30 update. The public version of the map went from the intended lighting to the washed out lighting I showed in the video. However, when de-bugging yesterday, I was running into the issue with Live Edit changing the lighting after starting the game multiple times. What I did discover was that when publishing a new Private Version, the lighting was showing as intended, and I was able to publish a new version of the map with the intended lighting. So this appears to be only an issue with the Live Edit/UEFN view.
I’ve since changed about everything I could to try and get the lighting to work so unfortunately I’m likely not able to look into exactly what my settings were at the time of the issue.
I’m glad to hear you were able to get a resolution to the problem on your end.
It is a bit concerning that this was affecting a previously published map. Ruling out that standalone lighting helps narrow things down for us. We’ll dig into this further on our end to sort out what’s going on at the LiveEdit/UEFN view and potentially maps published prior to 28.30.
Hello. I confirm. Changing the Day Sequence Device settings affects already published private versions of islands. My private island 9386-3687-6040 had a different look yesterday than it does today.
Please solve the problem. There is no point in creating or editing islands right now.
Strange, for us the new update fixed some issues. It was too dark because some lights did not work in the published map like they did in uefn session. For example, the ceiling lights (props) did absolutely nothing but they started functioning correctly after the recent update. What if it was too dark and you adjusted brightness on the device/monitor and now it looks too bright?
UPDATE: light is broken again in my map. I suspect next time I play it might work or might fail.
Hello, before the update we used 4 managers for different customizations and everything worked fine. After the 28.30 update we have problems
Could you be more specific please? By managers, do you mean the Lighting Scalability Manager or something else? And what sort of problems are you experiencing?
We used enviroment light rig to customize the lights, each was customized to specific settings using lightning scalability manager.
The problem happened when we switched visibility: we turned off one enviroment rig and turned on the visibility of the second one (simulating day/night). The second rig simply didn’t work, but switching to the first rig enabled it fine.
How to do it again:
Put 2 rigs facing different directions at a 180* angle.
Rotate them
Add a rig to cinematic_sequnce and switch visibility via SetPlayback
Seeing similar Lighting issues with the 28.30 Update.
In my case, I’m using 4 different Environment Light Rigs (for different quality modes) that I’m controlling using a Lighting Scalability Manager. I have no other sky lights or directional lights in the map, and I’m not using a Day Sequence Manager. World Settings also has “Disable All Time of Day Managers” activated.
After the 28.30 update, none of these light rigs render when running an Edit session or when deploying a Private build. The light rigs do however work correctly in editor including swapping between different Quality settings.
I’ve been debugging this for a few hours today, and it looks like all the light rigs get removed once in-game so I’m suspecting some issue with the Lighting Scalability Manager in 28.30 and/or issues with the Environment Light Rigs.
Thanks for the reports on the Lighting Scalability Manager. We’ve identified an issue in the LSM that caused the visibility/hidden state of the lighting components driven by the LSM to be inconsistent in previously saved maps. We have fixed this issue internally and it should be fixed in an upcoming release - unfortunately it missed the window for the next release.
Just to add some additional visibility to another lighting issue seen in the 28.30 update, we’ve also fixed an issue reported in this thread. That fix will also appear in an upcoming release.
Our hope is that these two fixes should resolve the various issues reported in this thread, but should you continue to encounter lighting issues, please reach out. Sorry for the trouble and thanks for your patience.