After upgrading a Cesium project with volumetric clouds from Unreal Engine 4.27 to 5.1,
we noticed an issue where the terrain lights up brightly when the solar time is at dusk or dawn.
Below are two screenshots of a minimalistic project (Cesium Quick Start with volumetric clouds and “Use Per Sample Atmospheric Light Transmittance” enabled on the cloud component) in UE4.27 and UE5.1:
We haven’t been able to investigate the issue closely, so I don’t have a clear solution. For now, changing the georeference origin as you move across the Earth is probably the best workaround.
Thanks for looking into this. That issue (#527) does look similar in the way it depends on rebasing the origin, but in our case the presence of volumetric clouds in the scene seems to be breaking the lighting of the terrain when the sun is at grazing angles (when per sample atmospheric light transmittance is enabled). When I disable the volumetric cloud actor or make it invisible, the terrain is lit correctly, without having to rebase the origin.