Transparent reflection light leak \ 半透明反射漏光

Even after setting reflections to ‘None’ in post-processing, light reflections still appear on semi-transparent surfaces with visible light leaks. However, switching to an opaque specular material completely resolves the issue. Please investigate. Thanks.

Level:

UE5_UDN_Cases

/Script/Engine.World’/Game/TranslucencyReflectionBug.TranslucencyReflectionBug’

[Image Removed]

重现步骤

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into it for you.

Hello,

This behavior is expected. Since /Game/Artist/Sternyang/Material/Translucency is a translucent material and doesn’t receive shadows by default, the wall won’t be able to occlude the light specular reflection generated by the PBR lighting model. Opaque materials will receive shadows normally and thus don’t have the same problem.

To get shadows on translucent surfaces, please check this documentation page for guidance: https://dev.epicgames.com/documentation/en-us/unreal-engine/lit-translucency-in-unreal-engine

Please let us know if this helps.

This case uses the VSM shadow solution with SSR and Surface ForwardShading enabled. Its default behavior provides directional light shadows but not for point lights. ​​I couldn’t find a solution in the documentation for enabling point light shadows.​[Image Removed]

Hello,

Forward shading translucent materials currently can only receive directional light shadows.

For local lights, you can experiment with Translucency Volume lighting mode or static shadows. They might produce some acceptable results.

You may want to check Sebastien’s answer in this ticket for relevant information: [Content removed]

Please let us know if this helps.