Lighting channels not working as expected when enabling Ray Tracing Shadow

UE - Graphics Features - Lumen - Oct 13, 2020

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 ...

Blueprint Const Function Allows Array Clear

UE - Gameplay - Blueprint - Jan 11, 2017

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 ...

Nested material function results in incorrect reference chain

UE - Graphics Features - Aug 22, 2017

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

UE - Graphics Features - Feb 6, 2017

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 ...

Breakpoints on nodes in deleted functions are not cleared

UE - Gameplay - Blueprint - Nov 16, 2018

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 ...

Widget Component Does Not Cast Shadows From Certain Lights

UE - Editor - UI Systems - Oct 19, 2016

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 using object lit by the Indirect Lighting Cache sometimes the cache will not load correctly for movable objects when a level is streamed that contains a landscape

UE - LD & Modeling - Terrain - Landscape - Jun 26, 2015

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

UE - World Creation - Worldbuilding Tools - Foliage - Mar 7, 2019

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 ...

Particle light module doesn't work if forward rendering is enabled

UE - Graphics Features - Dec 13, 2016

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 ...

Emissive for Static Lighting - dark spot directly under light

UE - Graphics Features - Jun 27, 2018

https://forums.unrealengine.com/development-discussion/rendering/1493948-emissive-for-static-lighting-glitch ...