Rect Light Reflection is not occluded

Hello,

We have an issue that Rect Lights are reflected even if they are occluded by an object. It looks correct in Pathtracer but with the rasterizer you can see the issue here with UE5.7 https://collaboration.msi.audi.com/seafile/f/b614c3286fd14bf589a6/

Is there a setting to improve this and precisely only reflect the Area of the area light which is not occluded ?

Best

Dominic

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Steps to Reproduce
See the video https://collaboration.msi.audi.com/seafile/f/b614c3286fd14bf589a6/ and use the reproducer if necessary.

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Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into the occlusion of Rect Light specular highlights for you.

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Hello,

This is a known limitation of Rect Lights. According to their documentation page:

RectLights do not behave like true area lights in all situations.

https://dev.epicgames.com/documentation/en\-us/unreal\-engine/rectangular\-area\-lights\-in\-unreal\-engine

Since you are using Lumen, all lights are treated as Movable.

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Movable Rect Lights behave much like a point light, and only use the rectangle for specular highlights. These highlights are blocked by the shadows cast from the center of the light.

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Please let us know if this helps.

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Hi,

Yes, real-time lighting assumes that shadowing can be separated from shading (fully diffuse materials), which means that for reflective surfaces you get this weird half-transparency instead of a proper light source reflection. You could try instead using an emissive with Lumen Reflections (or emissive + rect light), but such an emissive will have more noise.

We want to improve it in the future, but there are no concrete short-term plans for it.

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[mention removed]​ Thanks for the feedback.

Is there anything planned to improve this behavior in the future ?

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Hello,

Thank you for the reply.

We are handing this to another team for further investigation and consideration.

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