Please I need help light shimmering or something is going on with my map.

Please take a look at the video I don’t no what to call the problem I can show you thanks.

@ShootEmUp.i Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative

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I can answer to what this is, it’s fundumentally not a bug but more a technical limitation:

Lumen, Unreal Engine’s real-time GI and reflections solution, isn’t perfect. It’s doing a lot of really complex lighting calculations in real-time, and as such, it’s taking some shortcuts. It’s not actually calculating light on the scene in front of you, but in a simplified version of it called the lumen scene (since this is UEFN I don’t know if you can visualize it directly though).

It looks like you have it running on pretty low settings, which is why the light is all smeary and flickery, as it just can’t sample the scene enough times to produce a clean image. Furthermore, that light leaking as the camera moves is because of what the lumen scene is: in software mode, it’s operating on a scene composed of signed distance fields (blobby shapes that are fast to ray-trace against), and since those don’t quite line up with the scene geometry, light is leaking through walls when it doesn’t have screen-space information to fall back upon.

The biggest issue you have is that your space is massive. Lumen is only designed to work a certain distance from the camera (otherwise it would basically be infinitely expensive), and since your space is so big lumen likely isn’t even calculating GI into the far distance.

The changing brightness is a produce of the brightness setting in the post-processing volume. You can change that to control or remove the effect.

The low-res scene in reflections is again a product of lumen. Computing GI and reflections in real-time is really, really hard, and before lumen it was almost impossible to do at all. That low-res scene is a way that lumen stores lighting information from frame to frame as a way of keeping performance up.

So, in summary: What you’re experiencing is a feature, not a bug. It’s the way lumen currently works, and although using Hardware RT and higher-quality settings will help with most of this, lumen will continue to be work like this until Epic decides to rearchitect it.

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I will check right now what graphic settings it is on I thought it was maxed out already I have fortnite maxed out with dx 12 let me check UEFN settings.
Thanks for the reply.

Yeah graphics was all on epic and I set it all on cinematic and still looks the same I need to do some more research on lumen and see what’s going on.

post-processing volume I need to test I’m new only been doing it about 3 months or so.

Yes I will thank you.

Ok bug report I just sent thank you very much and I had UEFN graphics all set on epic I put it all on Cinematic now and it still looks the same.
Using RTX 3070 TI latest Nvidia drivers Windows 10 x64 fully updated all my PC drivers are fully updated 32gb ram Intel Core i9-10850K 3.6ghz
Hope that helps some with PC my specs to.

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Thank you for letting me know, and your specs are pretty good for lumen all things considered. That being said, what you’re experiencing really aren’t bugs, they’re known limitations of features.

As someone who’s been doing this for a little while (granted, someone who hasn’t worked with UEFN, just the regular engine), game development often involves changing art or gameplay when you run into limitations of your technology or hardware. For example, it appeared to me that you had visibly less noise when there was direct lighting (which makes sense given how lumen works), so you may want to change your art direction to work with your technical limitations.

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How do I change change art direction do you mean change the map layout or something.

I’m new and learning Unreal Engine I watched more videos then I did missing with Unreal Engine.

I’m going to test making a new map with no sun light start a blank project and see if that works or making it night not day and see how it looks.
Thanks to all that replay to my post I got a lot to learn still but I’m in it for the long run so only time will tell.

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Yep, sorry I used the term a bit loosely. Editing the map and the way you do lighting can make a big difference in terms of the polish you can achieve.

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I’m done making my map but now I have no footstep audio and I don’t see any audio options to fix it.

Open up each material and look for Phys Materials, it says use for sounds etc when hovering mouse over it, and pick an appropriate Phys Mat from the list,
If the material is a fortnite one and not a custom material and you have no sounds, make an instance of it, add a phys mat and replace the references in the actors to the material instance. There is also a setting in the StaticMeshComponent called Allow Custom Material, which needs to be ticked.

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Is there a video showing me where the setting is at.

I thank I found it I’m saving to backup and going to test the settings.
I got no footstep sounds on everything so does that mean I need to change the sounds on all Materials like wood I change it to wood and metal to metal sounds and so on.

It did not work and I made a new blank project on a new profile and I still have no footstep audio.

Yay I found some headphones for my PC, splint + duct tape and a lucky aux cable.

Playtested a level and I think we are not meant to hear our own footsteps, there are noises every so often like mantling and some jumping. But I think it is for reasons of combat so we can hear enemies and stuff more effectively.

I have some animals in my level and I can hear thier footsteps. I have some landscape with no Phys Mats set and it appears when empty defaults to dirt.
Other landscape I have Phys Mats set to grass and fortnite rocks sound stoney.

Riding a boar around its footsteps are audible and reflect what we are running on.