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[Closed] Problem with ILCQ Volume

In my scene, I created wall from single staticmesh (Shown in figure 1) by duplicating mesh and placing it side by side. There are total 4000 staticmesh objects. I set these static meshes mobility to movable. I set the indirect lighting cache to ICLQ Volume.

Figure 1 :

alt text

Figure 2:

alt text

Figure 2 indicate the editor view of the wall. Without any problem. Working perfectly.

Figure 3:

alt text

Figure 3 indicate the play in editor view of the wall with bright purple (random) light.

I tried with Volume light sample placement scale = 0.1, 0.3, 0.4, 0.5, 0.7, and 1. But result is same.

Product Version: UE 4.8
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asked May 05 '16 at 05:58 AM in Bug Reports

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The question has been closed May 23 '16 at 02:25 PM by L34D3R for the following reason:

The question is answered, right answer was accepted

1 answer: sort voted first

Hey L34D3R,

Could you provide me with your test asset so I can reproduce this in a new engine version?

If you would like, you can also test in a more recent version, as 4.8 is an older version and we need to verify this still occurs in a more recent build to enter a bug report.

Thank you,

Andrew Hurley

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answered May 05 '16 at 03:27 PM

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