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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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World Partition
Enlighten is now ready for production with large scale worlds that use World Partition. This release adds a new streamlined workflow to configure lighting resolution throughout a large open world with World Partition enabled. The world is divided into a grid and you can specify the lighting resolution for each grid cell, which applies to all actors within the cell by default. View and edit the grid in the World Partition window.
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When World Partition is enabled, Foliage types that use Detail lighting mode will fall back to probe lighting. |
This release adds a few key the following World Partition features:
- Enlighten can now be used with In the editor, the Enlighten Build menu now provides the option to precompute Loaded Actors or Selected Actors. To precompute the entire world, use the precompute commandlet.
- Support for the Loose Hierarchical Grid partition type.
- World Partition HLOD actors are now always lit by sky lighting.
- Support for Level Instances with streaming mode Embedded. Other streaming modes are not yet supported.
- Runtime Data Layers are automatically excluded from the Enlighten radiosity computation. Static mesh actors in a runtime data layer will not receive indirect lighting unless they have Mobility set to Movable.
- Use World Settings > Enlighten Settings > Default Quality and World Settings > Enlighten Settings > Adaptive Probe Resolution to control the lighting resolution of actors which are set to Use Default.
- The Enlighten Level Stats window now shows Enlighten data statistics broken down by world partition cell.
To convert a level to use World Partition, use the WorldPartitionConvert commandlet with the argument -RemoveEnlightenLevelProperties.
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When you convert a level to use World Partition, any existing Enlighten level properties are lost. |
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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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To change the active radiosity simulation in game mode, make all of the current independently precomputed set of levels invisible, call ResetEnlightenRuntime and then make all of the next independently precomputed set of levels visible.
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subtle | true |
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colour | Green |
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title | 4.03.P2 |
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Status |
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subtle | true |
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colour | Green |
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title | UE5.6 |
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Nintendo Switch 2This release includes precompiled libraries for the Nintendo Switch 2. If you change the Nintendo SDK version used by UE5, rebuild the Enlighten libraries from source.
Important changes
Enlighten now automatically prevents seams in the indirect lighting when a boundary between terrain meshes lies on a steep slope.
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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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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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When the precompute reports many warnings about dense geometry, the export is significantly faster.
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subtle | true |
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colour | Green |
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title | 4.03.P1 |
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In a world with more than 1M instances, the Enlighten precompute startup is significantly faster.
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.
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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.
Known Issues
In a large level with World Partition enabled, after running the Enlighten precompute within the editor, indirect lighting may appear incorrect. To work around this issue, choose Build > Enlighten > Update Static Albedo.
The Rect Light actor is not supported on mobile platforms.
Lightmass is not usable in this release.
Enlighten view modes are not available when When Nanite rendering is enabled, Enlighten indirect lighting is missing after the precompute and Enlighten view modes appear incorrect. To restore indirect lighting and to use Enlighten view modes, temporarily disable Nanite with the following console command
Partial loading of level instances is not supported. To work around this, set wp.Editor.DisableLevelInstanceEditorPartialLoading=1 in DefaultEditor.ini.To enable Enlighten reflections with the mobile forward shading renderer, set r.Mobile.Forward.EnableClusteredReflections=1 in DefaultEngine.ini.
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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.
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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.