everything is on HIGH, except for the GI that is on EPIC, I tested everything on EPIC and Cinematic and still happens.
Now that is quite strange. What’s the lumen scene showing you? Are there any obvious areas missing surface cache coverage?
That’s all map lumen scene, I don’t really understand it and don’t know if there is something wrong
Definitely this has something to do with my metahuman, if I disable visibility in the mesh the problem completely dissapears, now I have to know where the problem is…
EDIT: Digging more into the mesh settings, seems like the BEARD is the cause of the problem, It’s the only thing that triggers the flickering for some reason.
EDIT 2: I checked again and it’s not the Beard alone, but the whole hair of the face is causing the problem.
EDIT 3: So it seems like the shadows that comes from the hair causes the flickering, I can have the grooms visible but with disabled shadows it doesn’t flicker.
Probably Lumen is still not compatible with hair, let’s see in v5.1. Maybe it’s interpreting them like, for example, 1mx1m planes, so they are cousing lot of lighting occlusion, who knows.
That is an extremely interesting problem. Especially considering the hair/transluency is meant to be lit via the world-space probes, which are extremely stable from a lighting perspective. All that said, hair and lumen definitely don’t play well together, in my experience, although they’ve been doing incredibly work since 5.0, and 5.1 may have very well solved that issue.
Could be a virtual shadowmap problem if it works with RT shadows. Try this:
r.Shadow.Virtual.MaxPhysicalPages 8192
(or more)
I tried it at 8192 and 16384 and didn’t work.
It’s seems more related to GI, so VSM console commands will do nothing.
You can try to disable the radiance cache:
r.Lumen.ScreenProbeGather.RadianceCache 0
Anyone tested 5.1 water reflections yet? can you achieve Last Of Us part 1 remake like water reflections that has no horrible SSR errors, almost.
Best regards.
Hello everyone.
I was working on an environment in UE4 and recently I brought it into UE5 and everything looks great! Thanks. But I do have a weird issue in my level. Sometimes when I hit play in editor button or PIE my environment gets brighter than while editing it in the editor. Sometimes it gets darker. But most of the time it’s consistent. It’s not a project breaking bug and I can work around it but I like to solve it if possible(?) I’m using 5.0.0. Here are some screenshots inside the editor:
I have, I tested them when they first came out and on again/off again more recently. They work perfectly well, pretty much exactly as expected. You’ll definitely get a perf hit from them, but not unusably so. Lumen translucent reflections also only support perfect mirrors, but considering your main use cases for translucent reflection are glass and water, that’s a minor issue.
My first guess would be to check your post-processing stack. Since the lighting itself doesn’t appear that different, I’m guessing it’s not a lumen issue, possibly exposure or tonemapping. Do you have lumen enabled?
Thanks for your reply. Yes Lumen is enabled. My first guess was exposure too but if we look at the fourth picture we can see the blue GI from the floor on the ceiling. But in the third picture it’s not there.
Have you tried the different viewmodes? light light only, or reflection only? Might help narrow down on whats causing it.
I see what you mean. I’d lean on the test visualizations then to see what may be different. Look for visualize.lumen.indirectdiffuse (or something close to that) and it will show you the indirect lighting in your scene, might help you diagnose. Also the afformentioned lighting and reflection only, it vaguely look like you might be dealing with sky occlusion. Why RT shadows would clean that up I cannot fathom, as the shadowing methods aren’t that deeply integrated with lumen as a whole, at least not in a way where I’ve ever seen this behavior before.
Alright guys thanks. I will try to see if I can find something in different view modes.
There’s a bug in 5.0 where if you adjust postprocess volume settings, these settings are not applied to PIE until you actually save the level. This may be confusing, since pretty much everything else will always remain in the exactly same state as in the editor, even if the level was not saved yet. The issue you are having could be related to that.
I remember there was another bug where Lumen would occasionally not update the probes after entering PIE until you move the camera around a bit.
I reread what I wrote and I realized I didn’t explain the situation correctly. In my post I said “Sometimes when I hit play in editor button” But what I meant to say was in some areas of the map this happens and in some other areas it doesn’t. And today I tried to render a sequencer and I found out the rendered frames look like the editor. Not what I see in PIE. But I need what I see in PIE to be rendered I tried different viewmodes and couldn’t find anything
Interesting. I just set the engine scalability settings to cinematic and it seem to solve the problem