Trying to build lighting on a map with high density foliage will fail lighting build or cause the editor to crash. This occurs in 4.15, 4.16, 4.17, and 4.18. There have been multiple reports of this ...
When previewing an object, the lighting angles change between profiles; the lighting position at '0' will also change when the Lighting Rig Rotation is set to another value, then back to 0 again. ...
See attached video for clear examples. When using the orthographic camera perspective with default light settings to stationary for directional light source. Other light sources work as intended. T ...
When a function contains a local map variable, calling the function causes the editor to crash. This only occurs is the map is defined at the function level, no crash occurs if the map is declared ...
Expectation: It's known it has different lighting interpolations method and quality for VLM on PCvsMobile; but Indirect lighting from VLM should provide similar lighting Direction on PC&Mobile. ...
If an interface is implemented within a blueprint, the initial function in the blueprint interface cannot be called in the actor. The function will be populated after compiling the blueprint interfa ...
When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...
Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...
The SphereGradient 3D Material Function has a 'Custom Simple Depth Biased Alpha' section which utilizes Scene Depth but remain unconnected to the output of the material function. Users are reportin ...
Public facing bug report came in describing that lights shafts were missing from all lights except directional. This issue does not seem to be occurring for 4.24 or 4.26. I was able to confirm that ...