Megalights turns Metahumans yellow

When enabling megalights, the materials on metahumans turn yellow, when close to point lights (or any light that is not directional) especially dark tones. I used the cinematic metahuman assembly.

This only happens when “Use Scalability” is enabled on the material instance, which is the default.

Is this a bug, or is there some additional steps required to make metahumans work properly with megalights?

If it is a bug, can we safely disable the “Use Scalability” or will it cost a lot of performance?

Best regards,

Matthias

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Steps to Reproduce

  • drag cinematic metahuman into scene
  • add point light
  • enable megalights
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brown eyes are also changing to red, have not found a setting to fix this

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Hi Matthias,

I have not come across this before - let me take a look with the engineering team and get back to you…

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Hi Matthias,

At the moment we’re struggling to reproduce this. Do the example images above come from a new project or an existing one?

Mark.

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Hi Matthias,

We have been able to reproduce this problem in Unreal Engine 5.7.3 and it is related to the SubsurfaceProfile. We believe it has been fixed for the next full release of Unreal Engine (not hotfix).

This issue says you are using GitHub, in which case, and if building from source, the fix is here.

Mark.

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We believe it is turning off Subsurface Scattering therefore appearing to remove the issue

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I just made a new project with a metahuman that has a darker skin tone (exported from MH creator in engine)

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awesome, thanks for letting us know!

I believe we can just live without scalability enabled until the next release, it just slightly increases material complexity I guess?

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