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 ...
When enabling the Metal Desktop Forward Renderer on iOS, Directional Light's with Light Shaft Bloom enabled will cause full screen graphics corruption when looking at the light source. ...
It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...
Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation. Both of these points are outside the voxel that is being updated. Light attenua ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...
A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...
The BP interface graph shouldn't be able to convert functions to events because they are inherently all function graphs. ...