As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...
If a collapsed or new function is opened and the mouse wheel scrolled to zoom the viewport camera in or out while setting in the new function, it will continuously jerk back to the original position ...
Licensee reports lighting build fails for their specific levels which were created in 4.14.1 then moved to 4.15.1. Workaround: Setting LogLightmassSolver verbose level to Warning can show "Warning ...
Attempting to build lighting will stay at 0% and eventually fail if there is not internet connection for the computer. ...
Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...
Light Propagation Volume Occlusion does not affect scene as it should. The workaround in 4.17.2 is to disable DBuffer decals which will enable the Light Propagation Volume Occlusion. Occurs in 4.1 ...
Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...
There is an issue when attempting to build lighting with a large lightmass importance volume when you build the lighting the editor freezes. This issue appears to be a regression Versions tested: 4 ...
The movable point light is abnormally lit when it disappeared by the setting of r.MinScreenRadiusForLights rather than "Max draw distance" and appears back. After you disable and enable the "Affect ...
While testing GPU - ContentExamples - Lighting - Nvidia gtx 770 in the 4.16 GPU Compat Pass, I noticed a strange effect on lights while the player is in motion. I've had multiple people attempt to ...