High quality particle lights won't behave as expected under these conditions.A particle system component has its relative location offset in blueprintThe particle system is using local spaceThe ligh ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
When Cast Shadow and Self Shadow Only in the Lighting Section of the Details of a mesh, the light will randomly hit the mesh even though it is in a shaded area. Light appears to flicker and will com ...
The user can not create a return node for a function that only has an execution pin if they create the function via the my blueprint panel. However, if they create a function by collapsing down a se ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
When the return value of a C++ function is changed without preforming a hot reload, instances of the function node used inside a blueprint function will have their Return Value pin updated to the co ...
Connecting an input of a function in a Blueprint Function Library that has a default value to a node will cause its default value to be reset to 0 when the function is called in another blueprint. ...
Rect lights cause artifacts (nan pixels) on pixels of surfaces that are coplanar with light position. In RectLight.ush, in RectIrradianceLambert, at line 106, c30 is -1, so rsqrt(0) causes a nan to ...