Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Inverse Squared Falloff Lighting Bug

After making sure this is a bug, I'll file a bug report, that's why I'm posting here first:

I've made a fire particle in cascade similar to the one in starter content. It has a Light module and it's working as intended when the particle is isolated from other fire particles. But with other fire particles the brightness suddenly shoots up and glitches out between being too bright and normal (from one angle its normal, from another its glitched). Here it is:

alt text

My settings of Light in cascade.

alt text

Light module working when particle is isolated.

alt text

Light module not working and being too bright when with other fire particles.

Also, particles don't need to be this close to glitch out. Spawning 3-4 particles within ~20 meters is enough.

Product Version: UE 4.18
firecascade.png (513.4 kB)
intenselight.png (430.8 kB)
more ▼

asked Feb 14 '18 at 11:19 AM in Bug Reports

avatar image

38 3 7 13

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

first of all, try to avoid using particle light modules. they use outdated lighting code and are extremely heavy on performance. even 1 can be really heavy, and you are spamming about 62 of them. its better to create some flicker-light effect in a blueprint with a regular light and combine them with the fire emitter.

This is probably also the reason (though on that regard I can be wrong) why its messing up so badly.

more ▼

answered Feb 14 '18 at 12:29 PM

avatar image

9.3k 286 65 330

avatar image m.duman Feb 14 '18 at 01:56 PM

"they use outdated lighting code and are extremely heavy on performance"

Wasn't aware of that one, thanks for that. I had no issues performance wise (I lowered the spawn fraction) and I use the Light module on many of my particles. But maybe the amount of Light modules are affecting each other's inverse falloff function for some reason?

I'll probably just use one Light module for the whole particle and see if that still has the glitch.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question