Non-Ray Tracing Shadows are only cast from lights on meshes assigned to the same Lighting Channel. When enabling Ray Tracing Shadows this is not the case. Lights will still cast Ray Tracing Shadows ...
Attempting to clear an array in a const function returns no compiler error in blueprints. If you create the same setup in C++ using a const function, an error is returning upon compiling as expected ...
Opening the Reference Viewer for a nested material function used indirectly through another material function shows that it is directly referenced by the material, rather than through the other mate ...
Light components stay visible if "Actor Hidden In Game" is checked. This issue occurs even when other components (such as a static mesh) are no longer visible. I tested with a static mesh component ...
Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...
The widget component acts differently under different lighting types. For example it will cast a shadow if being lit by a directional light but won't otherwise. It also seems point lights affect t ...
When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...
When using Lighting Scenario, loading order will affect how it's applied to the instances, resulting in corruption if content is loaded after the lighting scenario ...
There's a UDN link below, the second images in the thread shows this problem. It should be noted that the light module will cast light in forward rendering if "High Quality Lights" is checked in the ...
https://forums.unrealengine.com/development-discussion/rendering/1493948-emissive-for-static-lighting-glitch ...