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 ...
Doesn't occur for point lights only spot lights ...
NOTE: This issue is similar to (same callstack) as [Link Removed], however this issue is still occurring in 4.15.0. Error Message: Access violation - code c0000005 (first/second chance not availab ...
Output pins labeled "self" will not appear on interface functions called in blueprints. ...
Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
Loading a new project with starter content and changing the table from static to movable, and changing to light as if static, the option does not persist after save and restart. ...