Local (point/spot) lights currently do not have shadows on SingleLayerWater materials. SLW uses forward-like clustered shading and loops over all local lights directly in the pixel shader. In order to support shadows for these lights, shadow maps would need to be sampled in this loop.
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
What controls of umg have mouse wheel events in UE4.27?
How to implement springarm components to scale according to mouse position in spawn?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-171689 in the post.
14 |
Component | UE - Graphics Features |
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Affects Versions | 5.1 |
Created | Dec 2, 2022 |
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Updated | Feb 13, 2025 |