Just got the 4.11 ofr version of unreal. There are quite a few visual differences when comparing the deferred vs. forward. Most of these are as expected but the biggest issue is spot lights. When enabling forward rendering the spotlights don’t render or affect the scene. I’ve tried them using “stationary” and also “movable” mode. Anyone else having this issue? I’ve read the docs and don’t see anything obvious regarding spotlight rendering. I’ve checked and spotlights are enabled in code. They are set to use “inverse squared falloff”
// If we support spot lights?
#define CLUSTERED_SUPPORT_SPOT_LIGHTS (1)
I do understand this is very unsupported tech but was hoping that the spotlight issue might simply be a case of user error.
Heya, check out FClusteredForwardShadingSceneRenderer::InitClusteredLightInfo and look for the ‘bSupportedType’ check in there (and add a check for spotlights). This should get you going. Oculus Dreamdeck uses spotlights in forward.