# Point light source length doesn't work with TiledDeferredShading

**URL:** <https://forums.unrealengine.com/t/point-light-source-length-doesnt-work-with-tileddeferredshading/355715>\
**Category:** Rendering\
**Tags:** unreal-engine, bug-report, Lighting, question\
**Created:** [April 28, 2016, 11:05am UTC](https://forums.unrealengine.com/t/point-light-source-length-doesnt-work-with-tileddeferredshading/355715 "2016-04-28T11:05:40Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Zero-Night](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zero-Night](https://forums.unrealengine.com/u/Zero-Night)\
**Post date:** [April 28, 2016, 11:05am UTC](https://forums.unrealengine.com/t/point-light-source-length-doesnt-work-with-tileddeferredshading/355715/1 "2016-04-28T11:05:40Z")

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Whenever there are enough lights in the scene to have the engine toggle on TiledDeferredShading, the source length function of any point lights visible resets back to zero temporarily. Attached is a screenshot showcasing the difference.

 ![88660-lightbug1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/1/3/d13d319b2187c02baf54ab130597428e65c1cf2a.jpeg)

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**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [April 28, 2016, 2:09pm UTC](https://forums.unrealengine.com/t/point-light-source-length-doesnt-work-with-tileddeferredshading/355715/2 "2016-04-28T14:09:47Z")

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Hey Daniel,

This is a known and reported issue (UE-26956), and we appreciate you taking the time to write up this report. Once the issue has been fixed it will be integrated into an upcoming full engine release or hotfix.

For now, I would just remove a few of the extra point lights or reduce the source length to avoid this issue.

Thank you,

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**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 12:35pm UTC](https://forums.unrealengine.com/t/point-light-source-length-doesnt-work-with-tileddeferredshading/355715/3 "2018-09-06T12:35:20Z")

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Hello Andrew, this is still present in 4.19 - 4.20. Any idea when it will be fixed? It’s a real showstopper…

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**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 1:41pm UTC](https://forums.unrealengine.com/t/point-light-source-length-doesnt-work-with-tileddeferredshading/355715/4 "2018-09-06T13:41:12Z")

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For anyone struggling with the same problem, I found a quick hack:

> **[Stationary lights with source length flicker](https://forums.unrealengine.com/questions/825628/stationary-lights-with-source-length-flicker.html)**
>
> Hello there, As you can see here, depending on the angle the camera is in, the source length of the stationary lights seems to get set to 0 and back to the length it should be. They all change together, at the same time, for the entire level. I...
