Hi,
I have noticed a bug in the Unreal Engine Version 4.9. I have adjusted my sphere reflection captures in my scene. Everything looked ok. But when I pressed “play” to test everything, the “Sphere Reflection Capture” reflections were not visible. (It happens in the viewport or when you play the Game in a new Editor Window)
After a restart of the Unreal Engine the problem was solved. But after 10 minutes the problem occurs again. Please fix this bug in the next update.
I am not seeing my reflections disappearing when I Play in Editor or Play in New Editor Window. Can you post screenshots of what you are experiencing? I have also attached a test project to use as a reference below.
Hi Eric,
thank you for your answer. I have attached 2 screenshots from my current project. In the viewport I can see the reflections of my “Sphere Reflection Captures”. But when I start the game, these reflections are gone.
What are your Post Process Settings, your Skylight Settings, your Sphere Reflection Capture Settings and the Roughness of the materials (Specifically the red cabinets)?
Hi Eric,
unfortunately the problem occurs again. I am using a complicated light setup with a Blueprint light rig. I guess its not possible to find the reason for this problem without taking a look into it.
Can I send you a private message with the project download link? (The filesize is about 4GB).
I sent you a message via the forums but in case you do not check it as frequently, Can you go into your zip file and delete the following sub directories: Intermediate, Saved and if there is one Derived Data Cache.
So it looks like you have hit a limitation of your scene setup. With the use of LPVs and all dynamic lighting there is nothing for the Sphere Reflection Capture has no information to build from and will render black with in PIE, or playing. The Reflections you are seeing in the Editor are temporary dynamic reflections and are for sphere placement only. If your lighting was static /. stationary or you add a static light into the environment then your reflection capture will correctly render.
Hi Eric,
thank you very much for this information and your help. I will adjust my scene to solve this problem. Are there any plans to enhance this scene limit in the next updates?