UE5.1 - Reflection Capture bleed from Stationary Skylight

I discovered a bug in my project after updating to 5.1.1. This is a regression from 5.0.3, as it works as expected in that version.

When using a stationary skylight with baked lighting, smaller reflections no longer correctly override bigger captures, causing leakage. This is visible in areas that have a large dynamic range difference between overlapping captures, such as indoor spaces adjacent to outdoor spaces.

If you want to reproduce this for yourself

  1. Make a new “EMPTY LEVEL”
  2. Copy the code from the pastebin above into the unreal project. This is all the cube meshes and lights required to reproduce the issue.
  3. Build lighting (CPU or GPU both work)
  4. Build reflection captures.

I found a workaround that works for me, and that might be helpful to others, so I figured I’d make this chat just incase someone runs into the same issue.

The workaround I found is to simply build reflection captures with the skylight set to static or it’s intensity set to 0, then return it to normal afterwards. It will remain correct unless reflection captures are rebuilt again.

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