Scene capture components not enabled with Lumen

Hi there, I’m trying to set up a portal system by using a scene capture component and applying the result to a plane. When testing though, the result is just a black texture.

I’ve seen in another post that, at least during the early access build for UE5, that scene captures aren’t enabled by default with Lumen. I was wondering if this is still the case, and if there’s any way around it.

The post (Scene Capture Component not capturing Lumen Global Illumination - #13 by i-ribeiro) also mentioned that you can edit the source code for the engine to allow for lumen to work with screen captures, but I don’t know if this is the best solution out there, or if there’s some better way to go about it.

I would also like to avoid downloading the whole engine again just to recompile it with one line changed in the source, especially seeing as I’m working with a friend that doesn’t have visual studio installed.

My level is indoors and only lit by (at the moment) dynamic lights, meaning the only lighting is driven by lumen (as far as I know), I’m assuming this is why the screen capture is coming up black.

Any help would be appreciated!

I don’t think there are any new developments since the post you linked. The author submitted a pull request but I don’t think it’s been merged.

If you’re making an interactive project (as in, not a cinematic) then you should really look at using Lightmass instead of Lumen. Lumen has a high performance cost, scene captures also have a high performance cost. Combining them produces an extreme performance cost.

Hmm ok, thought I might end up having to make the switch from Lumen

Is it possible to achieve the same or better visual quality with lightmass versus Lumen? Or will Lumen always look better? As I mentioned my game is set almost entirely indoors so that should make the swap easier at least.

I know the main change with Lumen is it being realtime, but I’ve not been able to find out which actually has better quality in the end. Sorry if the info is somewhere obvious, I’ve just not managed to find it!

Thanks for your reply!

For static GI lightmass will produce comparable if not better results, especially in low light where Lumen GI struggles to maintain a noise-free result. Moving lights won’t produce any GI with lightmass though.

Reflections will be lower quality (except if you use a planar reflection or deprecated raytraced reflections, then your reflections will be higher quality than Lumen) and in general, lightmass can have a more difficult learning curve.

Oh ok, good to know! Definitely seeing the learning curve, my level looks awful after disabling lumen and building static lighting

Try this plugin, it can capture with lumen.

I tried it but it has horrible performance drop. Took a game that runs smoothly at a minimum of 60fps to 10-20 when I used it as a camera.

If you are using UE5.3 or UE5.4, you might want to try this official plugin(beta).