When I add a Point Light to my scene it doesn’t turn on, all I see is the word “Preview” but no illumination. If I enabled “Distance Field Shadows” then it illuminates (albeit with no shadows, even after building).
I have Built everything etc, but still nothing without enabling Distance Field Shadows. I have tried starting with a fresh project (eg ThirdPerson) and still same. I have also tried switching between Lumen and Screen Space illumination, no change.
I have also experimenting the same issue in my MacBookPro M1 (MacOS Ventura). using the 5.1 version. If I disable ‘Cast Shadows’ then the Point light start to work. Other lights seems to work fine.
Hey there @Dynjo1 and everyone else! It seems like there’s a solid chunk of rendering issues on 5.1 for both intel and M1/2 MacOS. Lumen specifically is having more hiccups, and I believe it is likely due to the shift to SM6 among other things. Seeing many reports of the point light issue, but currently don’t have a workaround in circulation.
As of now, I’ll be keeping ears to the ground and will update if I hear of a workaround in the meantime. I’d usually try to work one out myself but I don’t currently have access to a MacOS based machine.
A “Quick Fix Engineering” solution to the lighting issue has been posted, but the application to apply the fix reports that it is “damaged” when I try to launch it on Ventura. If anyone gets it working, please report back here!
Hey there @JSA4000 and @sfjohnston, thanks for trying out the quick fix. I’ll see if I can pass it along that the fix isn’t able to be run for you guys! Could I have your OSX version, and which M1/M2 you have Apple Silicon wise? Might help identify for the team that put out the fix why it can’t be ran.
I solved the issue by going into the .app folder and noticing the patch was replacing several files. A quick rsync moved them into place and it is now functioning for me.
Confirmed that this fixes the lighting issue!
I’ll save that hint about the quarantine flag for next time. Thanks!!
Hello, im facing the same issue, but i didnt understand what you have made, since im a new user, im using M1 machine, would youplease give me a littel breakdown on your steps. that would be helpful.
Many Thanks
I tried moving to the live staging tree to see if some other things are fixed, but it makes things worse. (Lightmass requires SSE “for now” which means no arm64.)
I’m switching back to the 5.1 release tree with the patch. I tried the file again. The patcher launches, but is unable to find my engine installation. (As I’m compiling from GitHub, it’s not in a standard location.) I still have to apply the patch manually.
@fawazart if you’re still having trouble, the files in UnrealQFEInstaller.app/Content/Engine need to be copied to the same location in your code tree’s “Engine” folder, replacing the files that are there.