May be a duplicate of this bug, which was closed due to no repro:https://jira.ol.epicgames.net/browse/UE-10978 ...
See https://answers.unrealengine.com/questions/853450/417-lighting-build-fails.html ...
The return pin for the "Get Max Material ID" function is incorrectly named "Enabled" when the function returns the MaxID. See \Engine\Plugins\Runtime\GeometryScripting\Source\GeometryScriptingCore\ ...
I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...
Sequencer scripting will return the tick rate frame number for Get Playback Range instead of the display rate frame number. This differs from similar functions, and will result in unexpected results ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
Function parameters do not appear to pass the correct information after updating from 4.11.2 ...
If the user copies and pastes nodes connecting to a return node in a function then the pins on the return node will become disconnected. ...
Potentially missing lightmass path for skylight that needs to imitate the static directional light GI solution. ...
A user has reported that the IsPlayInMobilePreview function does not return true when playing in Mobile Preview. From looking at the function, it seems to be looking specifically for the commandline ...