Movie Render Queue - Wrong Detail Lighting Deferred Pass

Do you guys noticed that the “Detail lighting” deferred pass in movie Queue Rendering is wrong?
to me it seems that the output is the “lighting only” pass

someone can try this and confirm that is a bug? or am i missing something?

maybe someone with higher privileges then me can submit an issue on github?
because ive tried everything but i were not able to render a [Detail Lighting Deferred Pass] ive also looked at the source code in github and tried to create an issue… but i cant find a way of doing it… soo…

if someone will be so kindly and help me understanding i will appreciate it a LOT

thanks Folks!

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UPDATE : its actually a bug (more like a wrong showflag call) on line 191 of MoviePipelineDeferredPasses.h …

actually ive solved recompiling UE5 From Source changing in

//probably they forgot to use the right Override? it seems impossible to me.. anyway
OutShowFlag.SetLightingOnlyOverride(false); // this is the lightingonly
OutShowFlag.SetOverrideDiffuseAndSpecular(true);// this is the DetailLighting
OutViewModeIndex = EViewModeIndex::VMI_Lit_DetailLighting;

ive alrready opened a bug ticket trought epic issues post.
dunno what else i can do…

Cheers!

Hey there! I’m getting this exact same issue in January of '24. I’m just trying to render out a sequence that looks like the detail lighting in the viewport however it comes out with no roughness. Is there a way to change this code within the engine or via a text document? Thank you!