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Note |
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When you convert a level to use World Partition, any existing Enlighten level properties are lost. |
Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Lumen reflections
Lumen reflections can now be used in combination with Enlighten indirect lighting. This improves the accuracy of reflections for materials with low roughness.
The images below show spheres with roughness 0.1, 0.2 and 0.3 in a location lit indirectly. The image on the left shows Lumen reflections OFF, while the image on the right shows Lumen reflections ON.
Image Added
Image Added
Eliminate unwanted lighting data
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The GeoRadiosity process no longer consumes CPU and GPU resources when its window is minimized.
Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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MegaLights can now be used in combination with Enlighten indirect lighting.
Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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When World Partition is enabled, the Enlighten bounce distance is now limited by default. To override this, specify Enlighten Bounce Distance in the world properties.
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Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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The Enlighten precompute now produces correct results with World Partition when level instance editor partial loading is enabled. The use of wp.Editor.DisableLevelInstanceEditorPartialLoading=1 in DefaultEditor.ini is no longer required.
Status |
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subtle | true |
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colour | Green |
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title | UE5.6 |
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Enlighten currently only tests Android devices where Vulkan is explicitly enabled in BaseDeviceProfiles.ini. For details on the minimum Vulkan requirements, refer to the Unreal Engine 5.6 documentation.
Status |
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subtle | true |
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colour | Green |
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title | UE5.6 |
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When using World Partition it is recommended to use the default Runtime Hash Class of WorldPartitionRuntimeHashSet to avoid problems with spatially loaded actors.
Fixed bugs
- Fixed an intermittent GeoPrecomp2 process hang during the precompute on some machines.
- Fixed rare black probe lighting artifacts that could occur close to thin walls that separate disconnected areas.
- Fixed failure to fall back to sky lighting in game mode when both persistent level and first loaded sub level have no Enlighten data.
- Fixed failure to fall back to sky lighting in game mode for actors spawned by a blueprint.
- Fixed failure to fall back to sky lighting in game mode when Enlighten Bounce Distance is non-zero.
When the density of Enlighten probes is too high, the precompute now reports the correct location of the highest density.
- Fixed a crash after reimporting a static mesh asset that is open in the Static Mesh editor with Enlighten Charts view enabled.
- Fixed invalid lighting for foliage with detail lighting mode on platforms with manual vertex fetch disabled.
Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed a crash during static albedo update when the level uses a material that contains a Vertex Interpolator material node. Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed Enlighten System Container actors being marked modified when actors are unloaded in World Partition mode.
Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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When World Partition is enabled, the warning "<cell name> has bounds which overlap more than <N> other levels" is no longer reported. Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed missing indirect lighting for some actors when World Partition is enabled and only part of the world is loaded in the editor.
Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed missing automatically placed probes for a large Enlighten Adaptive Probe Volume actor when World Partition is enabled. Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed a crash after running a World Partition build while also running an Enlighten precompute. Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed "Multiple targets" warnings related to foliage with Detail lighting mode when World Partition is enabled. Status |
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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Fixed warnings about excessive lighting resolution that refer to a non-existent level package when World Partition is enabled.
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Status |
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subtle | true |
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colour | Green |
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title | UE5.5 |
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GPU Scene is not supported on Android. To work around this, set r.Mobile.SupportGPUScene=0 in DefaultEngine.ini.
Status |
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subtle | true |
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colour | Green |
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title | UE5.6 |
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Some function may be unstable on certain Android devices.