[BUG] Adjusting AmbientCubemap via Blueprint only works with ReflectionCapture

Sometime ago i posted a question about [adjusting Global PostProcess setting at runtime][1]. I wanted to adjust Ambient Cubemap setting but whenever i change everything was pitch black. So today i found the issue was SphereReflectionCapture.

Here is the Blueprint Setup:

Now in viewport everything seems to be good:

But when i play and press Tab this is the result:

Again back in viewport i added a Sphere Reflection Capture. Note the ambient cubemap effect is now broken:

But now when i jump in and play and press Tab…It works!!

I created TTP 319561 for that and try to investigate this soon.

Hi Satheesh,

Thank you for your report. I am working to reproduce this issue, but I am getting different results. I see that you are using a modified project. Does this reproduce for you in a new default project or just your own? Have you altered the default settings of the Global PostProcess? Any additional information about the scene may help in my investigation.

Thank you,

Alexander

In your Global PostProcess i assume you have Global Illumination set to 1.0. (Global Illumination is bugged with Movable light in Beta5. Take a look here.) Change that to 0.0. To save you time i have attached the project here. Please download it and take a look.

Steps to follow:

1: Open this project (you’ll see ambient cubemap is working in viewport) and PIE.

2: Press Tab and you’ll see Ambient cubemap is broken in game.

3: Add a SphereReflectionCapture with radius 3000. Now you’ll see ambient cubemap is broken in viewport.

4: PIE and press Tab. Ambient cubemap now works in game.

Download Project