Point light source length doesn't work with TiledDeferredShading
Whenever there are enough lights in the scene to have the engine toggle on TiledDeferredShading, the source length function of any point lights visible resets back to zero temporarily. Attached is a screenshot showcasing the difference.
This is a known and reported issue (UE-26956), and we appreciate you taking the time to write up this report. Once the issue has been fixed it will be integrated into an upcoming full engine release or hotfix.
For now, I would just remove a few of the extra point lights or reduce the source length to avoid this issue.
answered Apr 28 '16 at 02:09 PM
For anyone struggling with the same problem, I found a quick hack:
answered Sep 06 '18 at 01:41 PM
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