Light in persistent level, fog in streaming level: Light shaft is not show

Hi,

I have persistent levels, A & B, and streaming level, _FX.

In each of the persistent levels, there is a Directional Light with Light Shaft Occlusion enabled. In the streaming level, there is an ExponentialHeightFog.

For B, I see light shaft occlusion properly.
But for A, I just see fog, without light shaft occlusion in cooked game (light shaft is shown in the editor). I can communicate between the persistent levels and the streaming level, I have some Blueprint logic in _FX to control how the fog behaves for A & B, even the logic to control fog density for A works, just no shaft.

Thanks!

Hey PowerDesign,

We have currently moved on to two different versions since the release of 4.6 and will be releasing engine version 4.8 within the upcoming week. Since these releases we have made a lot of changes to the engine and its features. With that being said, the fixes being made are usually with the most current released binary version (4.7.6) and any preview release (4.8 preview 4).

We ask that users test their issues on the most current full release to verify it still exists in that version. Would you mind opening a copy of your project in 4.7.6 to see if the issue still occurs?

Also, a few screenshots of your set up as well as some reproducible steps so I can test this is a blank project would be very helpful for getting a bug submitted and fixed. If you have any other questions or comments please let me know.

Cheers,

I got it working well now, probably because that direction light is set Static.