Hi Epic guys,
Congrats on 4.9 release - looks very promising, great job!
I have a question, I could not find an answer to anywhere. It’s about lights fade out distance in Unreal 4. I’ve created two test scenes in both CryEngine and Unreal4 for easier demonstration of what I mean:
Both scenes contain 2km long base with some vertical brushes spaced at 0km, 1km and 2km. The lights at the base have very large radius, lights on top are just 20% of that in both engines. UE4 lights are movable and have Inverse Falloff disabled to exclude attenuation due to intensity. All lights are non-shadowcasters.
The issue should be pretty clear - why Unreal lights fade out so soon compared to CryEngine’s? I’ve tried even much smaller radius/intensity combinations in CE, yet they hold even at 2km (and further if needed). In CE there’s a simple ViewDistanceRatio property and once that’s set to max, light will display at whatever distance (until it becomes smaller than pixel, of course :))
So, am I understanding this wrong, or Unreal decides for user when to fade the lights out and there’s no way to overcome that? I know that usually lights are not meant to be drawn that far, but there are cases when it’s essential (think big cityscape, of some castle in the distance).
Would appreciate any input on the issue (maybe there are some cvars that can be tweaked?).
P.S. I am running UE4 on all Epic settings.