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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.

alt text

Product Version: UE 4.11
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lightbug1.png (3.8 MB)
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asked Apr 28 '16 at 11:05 AM in Bug Reports

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Zero-Night
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2 answers: sort oldest

Hey Daniel,

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.

Thank you,

Andrew Hurley

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answered Apr 28 '16 at 02:09 PM

avatar image Philty Dragonbreath Sep 06 '18 at 12:35 PM

Hello Andrew, this is still present in 4.19 - 4.20. Any idea when it will be fixed? It's a real showstopper...

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For anyone struggling with the same problem, I found a quick hack:

https://answers.unrealengine.com/questions/825628/stationary-lights-with-source-length-flicker.html

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answered Sep 06 '18 at 01:41 PM

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Philty Dragonbreath
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