In UE 4.21, The current functionality that exists for DECLARE_EVENT Broadcast() does not function as the docs describe: [Delegate Events|https://docs.unrealengine.com/en-us/Programming/UnrealArchit ...
When placing a Static mesh into a level that will cast a shadow and building lighting, no shadow will be shown on a character when walking through its shadow ...
Overlapping lightmaps are generated when the LOD group is not the default. Setting the LOD group to None and rebuilding lighting doesn't have the same result. Found in 4.24 CL# 10570792 Reproduced ...
Creating a blueprint class with a child actor component and setting its actor class to Point Light, then copying and pasting it causes the editor to crash. Tested in 4.21.2 (CL - 4753647), 4.22.1 ...
Blueprint compile failure when returning a Timer Handle from a function call when the Timer Handle node is not connected. Compile failure message: "ICE: The type of property %s doesn't match a term ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
Currently, Reflection capture ignore any ray tracing effects. So let'say you want to use only ray tracing shadow but also you want to use reflection captures for reflections instead of ray tracing r ...
When deploying a Third Person Template project to a Mobile device, there will be no dynamic shadows in the level coming from the character. Shadows are shown in 4.6.1 but not in the changelist provi ...
User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...