Unreal Engine 4.14 Preview

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Sorry, no volumetric lighting yet. :frowning:

That one screenshot is part of what will be used as a comparison for Lighting Scenarios in the final release notes. The volumetric lighting trick shown here is still using a static mesh with an assigned material to fake the effect.
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Is it in the works? I’m tempted to continue with my crappy blueprint / scene capture hack and make it render to an rt and blur it with some stuff… if only you could sample the CSM shadowmap textures in material, cos then I could make proper volumetrics without relying on another pass… but it works like in fallout 4 / nvidia gameworks godrays using tessellation extrusion stuff…