I am using a SceneCaptureComponent2D to render a view to a TextureTarget and I need the output to exactly match what is seen by the main player’s camera.
Examining the results, it looks like indirect lighting is not calculated (see images below). I am using Lumen but the same happens with Screen Space GI. I am at a loss trying to identify the cause.
Is there any render expert that could help me investigate this further?
These are screenshots that outline the difference between Player’s Camera (first image) and ScreenCapture (second image)
Hey sorry I just saw your reply. No I actually abandoned the feature dependent on screen capture in my game due to this. I’d love to hear if someone can explain it though, it still bugs me
In 5.1 they added the ability to enable Lumen in scene captures. Prior to this release it wasn’t possible without modifying the engine a little. This is probably why you saw a difference. It is disabled by default for performance reasons, but now you should be able to match the look.