Skylight / Not visible in game

Hi Everyone !

I would like to know why my skylight doesn’t affect the world in-game? (in SLS Captured Scene)

In Editor viewport

In Game

But, no problems with SLS Specified Cubemap… -_-

Hey JayC3D,

Could you provide me with screenshots of your Skylight actor itself, and have you made sure your lighting has been built between changing those settings?

You will also want to use the ‘Recapture’ option, which is located within the actor itself.

Let me know if you need further assistance.

Thank you,

70255-skylight_actor.jpg

Hi Andrew!
Here is the actor in scene…

I’ve already tried to recapture the scene and rebuilt lights…

Sorry I should have clarified. I meant the details panel of your Skylight. This could also be a Post Processing issue with Auto-Exposure. Try setting your Min and Max brightness to 1.0 within your post processing settings to see if that has an effect as well.

1 Like

Oups Sorry

So are you attempting to use a specified cubemap, or are you attempting to use the captured scene?

Try setting it to Movable to see if that helps.

In fact, I tried to capture the scene… It works well in the viewport but in PIE it disappears…
So I made a cubemap of my environment to verify if it works with a specified cubemap and it works well, no problem with this mode but I’like to use the captured version…
Here, on my screenshot, the settings are the same in both mode… :stuck_out_tongue:
(I’ll try to make the Skylight movable next Monday, but I think it will slows down perfs in VR)

Movable might alter your performance, but if you just need the ambient fill light and your scene is fully dynamic already, you can disable static and dynamic shadow casting from the Skylight and use strictly the AO value. This will actually increase your performance.

Using a Skylight is all about balancing your ambient fill light and shadows. I have found that in darkly lit areas with a Skylight casting shadows it can be too much in certain cases.

Interesting !

I solved the problem by restarting the editor… :stuck_out_tongue:

Many thanks Andrew!