Lumen reflection from skydome cuts off

The reflection from the dome cuts off after some distance.

I notice I can control it somewhat with the Post Process Volume value “Max Trace Distance”, but not nearly enough for a pretty small environment (dome should be in the distance)

This is an unlit dome with emissive light. Using hardware raytracing enabled for Lumen.

Answering myself, at least so far, I am getting results with setting the material property “Is sky” to true, and combining with skylight with enabling “Real time capture”.

Yeah, that all pretty much makes sense. Lumen really can’t effectively evaluate skylight geometry that isn’t an actual skylight, because then it’s basically just tracing a giant emissive mesh (which would also add an imense amount of expense to your scene because it would increase the cost of all RT operations). If it’s tagged ‘is sky’ and your skylight has real-time capture, then it’s a non-issue.

God damnit, the bug is marked fixed September 11, but still persists in Unreal 5.5 preview.

What’s going on?

And why are there no more outcry on this, when Unreal Engine effectively can not render above 4K since the release of 5.4?

There must be some secret cvar the pros are using?

I really just hope this is a “preview” issue.

They made a few different changes to UE5.5 since releasing the preview, so I would definitely wait and see for that. You could also check the branch to see if they updated it.

Because it only affects a small number of users and this is the wrong way to make a skydome anyway. I’m surprised it was fixed at all because this doesn’t seem like an actual bug

Sorry everyone, I was in the wrong thread (am I getting senile or something)

I was talking about this bug:

Yeah that is unfortunate, it may be that the fix didn’t make it in on time for the initial 5.5 preview release. Usually there are at least two preview versions so it might be in the second one, or the final 5.5 release.

1 Like