Description:
If a movable or stationary skylight is present with a reflection cubemap, all materials with the diffuse color populated gets maxed out brightness and blooms like crazy.
We’ve only tested this on Vive.
Repro steps:
Make a new project. Add a movable skylight. Set its reflection cubemap. Play in VR.
The floor will be maxed out brightness and bloom like crazy.
Thanks for the clear repro steps. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. You can track the report following the link below on our public issues tracker.
Once the issue has been addressed by our engineers the ticket will be updated and reflected in the public tracker. Let me know if you have further questions or need additional assistance.
I see on the public tracker that the issue has been taken care of, but I am unable to see the fix on github - I suppose that the commit has not been pushed to master yet. Would it be possible to know when it will be available ?
I have the same Issue, in 4.15.3 everything works fine, in 4.16.2 everything is white, or glows in neon green…
I dont know where to replace the code as i am not deep enough into the programming stuff. Will there be an official bugfix, update ? Or can someone tell me if i just have to change some settings in the Details or so?
I found the file “D3D11RHIPrivate.h” at (Your drive):\Program Files\UE_4.16\Engine\Source\Runtime\Windows\D3D11RHI\Private.
It was read only, so I untick that in the properties, edit using Notepad++ and inserted the exact same line provided above and saved. Then I set it back to ‘read only’.
I re-open my Unreal Engine project but that problem still persist.
Did I miss something?