This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...
There is an issue where Point lights with source length building static lighting in the incorrect direction, the axis in which the light to be built seem to conflict with the preview build. This iss ...
When using a 'Set Timer by Function Name' node with a Function that has an Output parameter it will fail at executing the Function. If the Function is called with an Event BeginPlay node it will fu ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...
A crash occurs when you building lighting with a project using Lighting Scenarios on a Mac. I attempted to reproduce the issue using a new blank project, but was unable to get the crash to occur. T ...
The option 'Affects Translucent Lighting' for lights does not seem to have an affect objects/materials using translucency. I tested this setting in the Deferred Renderer and it works as expected. I ...
The blueprint debug filter is not working properly. It shows when your print string is being called but it isn't showing the trace location of the actual function from the blueprint. ...
Adding a Reroute node to a function's array output will cause the Function node to be missing the output. This seems to be only effecting Arrays. Standard variables work fine. ...
If you rename a blueprint interface function or event that is used somewhere in a blueprint, it will break the usage of that function/event. If it was a function, it will actually delete all the BP ...
There is an error that is occurring when using movable lighting with objects and actors that are also set to movable. This issue does not occur with objects or lights that are NOT set to movable. V ...