So I’m a new user to UE5. I recently installed UE 5.3.2 opened it up and started messing around. And it seems that if I create a closed off box room using 6 brushes Lumen only seems to work for bouncing lighting off of surfaces (color bleeding all that kind of stuff) but it doesnt seem to care about the fact that the room is fully enclosed. Its just glowing blueish from inside. I’m using the First Person Project template and I’ve changed no rendering settings, just using the default out of the box ones. I’d expect everything to be working out of the box normally but it seems it’s not…
Convert the brushes to static meshes.
Brushes don’t generate mesh distance fields, and they aren’t visible to hardware raytracing. They’re essentially invisible to lumen.
This seems odd. I’ve made a Duplicate of the floor in the default project map. I’d assume all brush setting to be copied. So it would mean that the base brushes of the default map are not static?..
up:
It says that the brushes I’m using are StaticMeshActor.
Here I’ve crafted a video demonstrating the problem. Also you can see how changing the sun intensity affects this, at the end of the vid.
Post the lumen debug views
Static meshes are not considered ‘brushes’, just to be clear. I know this seems like a minor distinction but it just adds confusion to the people helping you.
If I turn on Surface Cache it will make everything look black, and thats it. Only the sky is visible.
You have no mesh distance fields so Lumen can’t trace them for anything off-screen. As for why that is, I am not sure.
Are you on Windows using DX12?
I’ve just updated my Windows 10 to the latest version. UE5 was giving me a warning about not having DirectX 12 support but after I updated Windows it dissapeared. And my GPU is DirectX 12 compatible.
Check the RHI in your project settings and make sure it is set to DirectX if it isn’t already. While you are there make sure mesh distance fields are enabled.
No idea what the problem could be at this point honestly… you could start going through your level geometry and ensuring the meshes are set to generate mesh distance fields but given that this is the base level it should be set up…
Could be some incompatibility with your GPU but I wouldn’t expect that.
For reference, when you open up the Lumen debug views you should see a similar representation of your scene in the Lumen views, here’s an example from the documentation:
I’m using an integrated rx vega 11 gpu with latest drivers on my Ryzen 5 2400G. I personally wouldnt think this would make a difference as this iGPU would run modern games on Vulkan and DirectX 12 using AMD drivers. Also, what settings should I be looking for in the mesh options exactly?
That’s most likely the issue. Lumen requires a 1070 or better.
I wonder why that would be the case as this runs in the editor at 30 fps. Hmm.
Yeah. I’ve just tested with a GTX 1060 and it doesnt have any issues. Perhaps Epic discriminates integrated gpus and disables lumen in a config or something.