Lumen Broken Flickering Reflections UE5.4

@comlys I just tested your suggestion regarding switching the shading model from Thin Translucent to default lit/translucent, and visually it seems to fix the issue, however I think that’s just due to the strong reflections not being visible anymore. The issue with the mirror reflections still persists.

That being said, i’m not sure if these are two unrelated issues or not.

I’ll see if I can separate the window into two separate pieces and use thin translucent to see if that fixes the issue

UPDATE: I imported the glass as two separate geometries in conjunction with thin translucent and am still getting reflection glitches. Is my geomtry not set up currectly by chance? I just selected one side of the glass and split it into its own mesh (they are individual static meshes in the cars BP).

I would just make sure you are not rendering the back side of the normal. Unfortunately, this is the best thing I have for you atm. I’ll keep an eye out for other solutions.

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@comlys I noticed similar artefacts across the entire vehicle when in lumen’s geometry normals debug view. Could this maybe narrow down the issue in your eyes?

Do you have Nanite enabled on the geometry? The flickering black reminds me of the errors I see constantly when you enable Nanite on meshes, and the Fallback Target is set to Auto. If you have Nanite enabled, try setting Fallback Target to Relative Error, and set the Fallback Relative Error Threshold to 0. Or try disabling Nanite entirely. Just one more thing to try.

@EvanHammel good eye! Nanite was indeed causing these weird shading artefacts (including the weird reflections in the mirrors/windows!

@comlys Disabling Nanite fixed the issue.

The perceived performance is actually better although the fps is slightly lower. (about 10fps less without Nanite) but a smoother camera. I assume nanite was having issues with the complex nature of the geometry which was then causing performance and shading issues elsewhere.

Bit of a shame, but I suppose I can do some additional optimizations to the model to get back the ~50fps.

Thanks for the hint @EvanHammel !

Does this object have two sided material? There’s a long standing bug with Lumen Surface Cache for Nanite meshes with two sided materials.

Apart from some blocker geometry between the interior and exterior of the vehicle, and the Window Primer, which is also two-sided everything else is using single-sided materials.

Hi,
Did you find a solution to the flickering?
Do you have rect lights in your scene?

I am having a similar issue but in my case is more intense like a duplicate of the scene randomly overlayed on top of itself and I have tracked it down to the rect lights in my scene. If I delete or set them to not affect the world the flickering goes away so I don’t think it could be a driver issue since the problem goes away if I remove or disable the rect lights.

But I really need to have rect lights for my scene so I have no idea what to do to fix this :face_with_diagonal_mouth:

That looks like driver issues. I know there was a nvidia driver release a couple months ago that caused problems like this. You might try and upgrade to the latest or move backwards to the earlier part of this year.