Split screen causes issues with lightshafts

Hi, after posting about an issue, and also finding the answer in another post I thought I would write a bug report seeing as there is none. Here is the LINK to the question.

Issue: Adding splitscreen functionality makes lightshafts beahve in an unexpected way.

To reproduce:

  1. Enable split screen.
  2. Add an exponential height fog to the scene and increase the density.
  3. Make sure you have a directional light in the scene so that lightrays can be shown.
  4. Make sure that the different split screen views have their cameras rotated differently from eachother.
  5. Play and do a 360 degree turn, you will notice that they behave differently, even rendering some weird artefacts.
  6. Type in the console: r.lightshaftquality 0, notice that the issue stops.

The one thing I’ve noticed is that if the split screen cameras are all facing the same way the issue goes away, once you rotate them slightly the issuie starts. The further away the cameras are rotated from eachother the longer the artefacts stay on the screen (in the picture from the question you see that the sky/fog turns black, this will stay for a longer period of time while rotating around based on how far awy the cameras are rotated from eachother).

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks