4.7pre5 - PointLight with source length >0 behavior change from 4.6

I have a blueprint containing pointlights with sourcelength > 0. They are essentially meant to look like fluorescent tube lights. Upon converting (via the “open a copy” option) a 4.6 project into 4.7, they switch between having a length and being a point depending on distance from the player. And the really strange thing is that this also happened in the 4.6 version of the project after the copy was converted to 4.7. The 4.6 was fine after being restored from backup.

Pointlights with length seem flaky even in 4.6, but do work if Mobility = Movable.

Hi Pagancyc,

I’m not sure I’m seeing the exact same results as you with this.

Here is what I’m seeing. This is in a 4.6 project and this looks the same in a copy opened with 4.7.

Here are my results where I can see a quality difference between a Point light and a Point light in a BP.

This is the standalone point light:

This is the point light in a BP with the same settings:

28967-pointlight_bp.png

Would you mind posting any screenshots of what’s going on that may be different?

Also, I see you posted this 5 days ago at this point, but P5 wasn’t released until Yesterday (2/3). Are you using the master branch from GitHub or perhaps referring to the Preview 4 release instead?

If you can, post a screen shot of the About Tab where the version and Change list number are listed. This will help me better assist and diagnose some of the issues but making sure we are using the same builds.

Thank you!

Tim

Hi Tim,

My launcher claims it is Preview 5 and I haven’t downloaded anything since the original post. It does show an update being available though:

29003-version.png

Here is the about image:

29004-about.png

This is what it is supposed to look like:

29005-expected.png

This is how it looks when it goes all pointy:

29006-pointy.png

The blueprint is a double sliding door with four lights on each side. The door frame material is also using an emissive color matching that of the lights. It goes pointy or reverts to expected based on distance, but on one side of the door it goes pointy above a certain distance while on the other it goes pointy when closer than a certain distance.

That actually looks somewhat similar to what I’m seeing. Can you click the update button to update to Preview 5. For each preview release when it says “Update” you’ll need to click that to be on the latest build.

Preview 5’s Change list is 2425717 compared to the 2408319 that was preview build 1.

I’ll do a smaller example tomorrow similar to yours just to verify I’m seeing something similar to what you’ve got, but from the looks of it, it looks to be the same issue.

I’ll update you soon.

Tim

Hi Tim,

Just wanted to let you know this did not happen with 4.7pre6.

I’m glad that’s working correctly for you now. If you see any other issues related to it let me know. :slight_smile:

Hi Tim,

This is happening once again, with 4.7.2.

One additional bit of info that may be useful is that ALL the lights of this type flip between the two modes in sync and that it will flip back and forth based on viewing angle and/or distance.

Should I open a new question since this is marked Resolved?

Thanks,
PaganCyc

No need to post a new question. If it’s the same issue this question is fine to continue the investigation. I’ll look into this as soon as I’m able.

Would you be able to upload a simple test project in 4.6 that I can test? I’ve still not been able to reproduce this. You can share here or privately by a private message to me on the forums if you’re willing.

Let me know

I tried creating a new project and included the blueprint containing the lights and the behavior did not occur. So then I cloned the existing project with the intention of deleting stuff to simplify it before sharing, and the behavior doesn’t occur in the new clone of the project. Unfortunately, cloning seems to cause other issues, so I wouldn’t call this resolved exactly, but it isn’t worth putting any more time into. Thanks for giving it a try.

Well that’s frustrating. :frowning:

Even though the issue isn’t “Resolved” per se, I’ll mark it as resolved for the moment. If the issue comes back again in a more reproducible manner we can go from there.