Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...
It looks like there is an issue with control rig functions and the save on compile option. When a control rig is saved via this setting, public functions within the control rig can't be referenced ...
According to the licensee, this problem is caused by a variable inconsistency in Cvar. The cause seems to be the difference between the CVar reference when generating RayTracingSceneRHI and the CVa ...
When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
A user reported an issue where, if a BlueprintCallable function's parameters are edited, a blueprint using a BlueprintCallable function will give warnings instead of an error for a problem after the ...
Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...
Crash when pressing Ctrl-Z after creating a blueprint function *This is a regression: Working in 4.14.3-3249277 Not working in 4.15.0-3299760* Crash Reporter: Error message: Access violation ...
The user reports a scene with a reasonable number of foliage instances renders with black lighting: After updating to 4.11 (.1 or .2 doesn't matter) I have not been able to bake my lighting properl ...