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Dynamic Shadow from Stationary Point Light in Forward Renderer only partially visible after light bake

Before building light: Before building light

After building light: After building light

Gif of behavior: https://gfycat.com/widenextkingsnake

This only occurs in 4.17 with the forward renderer enabled, tried in 4.15 and 4.16 but the shadow works properly in those versions. Steps to replicate:

  1. Create an empty 4.17 project

  2. Enable Forward Rendering

  3. Create a big static cube, smaller movable cube and stationary point light

  4. Bake lighting

I hope I'm missing some obvious new setting in 4.17, anybody got any idea how to fix this?

Product Version: UE 4.17
1-unbuilt.png (414.7 kB)
2-built.png (454.8 kB)
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asked Sep 05 '17 at 04:02 PM in Rendering

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avatar image broccula Sep 06 '17 at 12:25 AM

we're seeing this too

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2 answers: sort voted first

Hello MXII,

After doing some digging I was able to find that this is a known issue. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: https://issues.unrealengine.com/issue/UE-48146

Make it a great day

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answered Sep 06 '17 at 02:59 PM

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Rudy Q ♦♦ STAFF
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Pretty sure this edit to ShadowProjectionPixelShader.usf (at line 232, as of the 4.17 release in UE4-QA) fixes it:

     float4 HomogeneousWorldPosition = mul(float4(ScreenPosition.xy * SceneW, SceneW, 1), View.ScreenToWorld);    


     float4 HomogeneousWorldPosition = mul(float4(ScreenPosition.xy, SceneW, 1), View.ScreenToWorld);
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answered Sep 07 '17 at 07:05 PM

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