RVT - Issues with Lighting - RVT doesn't work when shadowed - PLEASE HELP


Hello.
I’ve spent the past day trying to run down this specific issue I’ve been having - I have a typical RVT setup. Two VT Volumes sampling my static mesh for depth and color/spec/etc., to blend meshes such as the one in the picture with my terrain mesh.
For some reason, the blending works fine when completely lit, but breaks when the asset is shadowed.
It happens in PathTracing as well.
I’ve been able to narrow it down to the SkyLight so it’s some sort of GI issue but I can’t for the life of me figure out how to fix it or work around it.
Running UE5.3.2
Any suggestions?

Thanks.

Same issue still persists on 5.4.0.

Not only that, but the engine hard crashes when opening any RVT material graph.

Assertion failed: !UE::RenderCommandPipe::IsReplaying() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp] [Line: 5471]

If anyone else comes across the crashing issue, the problem was my height RVT texture that I was capturing to in 5.3.2. Once I deleted that texture, the engine stopped crashing.

However, the shading issue is still present.

NEVERMIND, it’s happening again.

UPDATE:

Whatever this is, it is CONFIG related. It worked for a while in a project that had a clean config INI. But then the colors of my materials were… off, less saturated. As soon as I copied over my old Config folder, my colors were back, but RVT was broken AS DESCRIBED above.

Found out what the problem was.
But do not know how to fix it.

r.AllowStaticLighting=False

r.AllowStaticLighting=True

Anyone have any suggestions on how to fix this?
I need the Dynamic scene for AO and colors. But I also need the RVT.

Hi, I have the exact same issue. I’m running a setup with three RVTs, and what annoys me the most is the crashing.
Did you find any solution other than allowing static light? Unfortunately it is something I cannot do in my project since it relies on having it off for AO

Hello!

I “solved” this issue by making a vertex paint blend material function and manually painting parts of objects that I needed blended.
If that’s not enough, I am willing to share images of that setup!
Good luck!

Wow - I can’t believe I found someone with the exact same error as me - except my RVT volumes are working fine - I’m getting the same error when adding a Streamning virtual texture to an empty, unconnected, unused material graph:

  • Import any texture and convert to SVT - no problems.
  • Create new, empty material graph, drag in a virtual texture - sometimes crashes the engine.
  • drag in a second virtual texture - always crashes the engine, with the error:
    Assertion failed: !UE::RenderCommandPipe::IsReplaying() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp] [Line: 5471]

The texture is not being used anywhere else, the material has not been applied to any mesh yet. I know not to use SVT with RVT’s - I’ll be using this material on a mesh.

Like I say - my RVT’s are workign fine (so far - have not done much with them yet - still blockign out) - but SVT’s in 5.4.2 seem to be a no go. Like yourself - I don’t want to switch to Dx11 or turn on “Allow StaticLighting” … Did you manage to find any solutions for this?

Hello!

Sadly, I wasn’t able to solve this issue, I worked around it by completely ditching RVT and using a vertex paint material-function setup instead to manually blend my materials.

I can only advise endless tinkering and prayer to the Unreal gods.
Best of luck!

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