I did more investigation and the issue seems to be visible only when you put r.LightPropagationVolume = 1 in ConsoleVariables file. Regardless of whether you are actually using LPVs in your level or not. So for the time being we can’t use LPVs without that square following us.
Well then its from LPV not the Skylight at all, the LPV is well know have problems and level of detail cubes, don’t have a good visual range for open worlds etc. But since its not a total final or supported solution idk
It definitely has something to do with Skylight since there’s no G.I if there’s no Directional Light but you still get to see the square as soon as you add a Skylight to your scene.
In first picture LPV Intensity is 0 and we get proper lighting all across the level.
In second picture LPV intensity is 1 and it looks like specularity is killed off anywhere beyond LPV size.
This thread made me a bit confused. You found the problem (LPV) but you then bumped the thread with an image macro asking for replies. Isn’t LPV a dropped feature anyway? I’m pretty sure it’s not production ready in any case.
Anyway, to contribute something in this thread, you can type a console command and a ? after it to get an explanation for the command, this works for most console commands. Here is r.LPV.Mixing?:
HELP for ‘r.LPV.Mixing’:
Reflection environment mixes with indirect shading (Ambient + LPV).
0 is off, 1 is on (default)
Not sure what you mean. I asked for replies and then -edited- my post after finding a solution.
It’s not dropped. Was working okay-ish up until 4.15. In 4.16 they have done some minor changes to it and added few more parameters for it in PPV, but that’s where the square issue happened.
Thanks.
Should be definitely set to 0 to get correct results as in previous engine versions.
No idea why default is set to 1.