Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
In the material editor, the preview will change with the camera position. Similar to [Link Removed] though the light will still emit when applied. Investigating Regression info ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...
Up to UE 5.0, when the "Object Position" node is used in the Material Editor as part of a material with Light Function domain, attempting to compile the material results in the following error: "[SM ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
When a Light Function material is applied to a light source, and after using a camera position node and plugging that node into the Emissive Color option there is no light being emitted from the lig ...
Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...
With a light function being used on a light and volumetric fog enabled if you move the camera around it will cause screen-space banding at the edges of the screen. Found in 4.19 CL# 4033788, 4.20 P ...