No min roughness on transparent Surface Forward Shading Model

Min roughness of lights does not work for the transparent surface forward shading model. Will this be supported at some point?

Hey Roel,

Thank you for submitting this post. I have reproduced this issue and logged a report for it here: Unreal Engine Issues and Bug Tracker (UE-42488)

As far as our forward shading roadmap I can’t give you details/timelines on what will be addressed.

You can track the report’s status as the issue is reviewed by our development staff though. Please be aware that this issue may not be prioritized or fixed soon.

Cheers,

Hey Ed,

for submitting this as a bug. I found I’m having the same problem here:

Where the directional light is causing a pretty nasty specular line on the horizon of a reflective material that cannot be changed at all. Is there any plans to address this issue in the roadmap?

Really appreciate you guys!

Also getting a similar issue.
Seems like on forward shading, stationary lights don’t respect min roughness at all, also seems to happen on opaque too, not just translucent.