When a Texture Object is used for the "Tex" Input of a Texture Sample node in a material, the material will no longer contribute to indirect lighting when used with static lighting. Working as expe ...
When using a lower value for Static Level Lighting Scale in the World Settings under Lightmass the blending of the area lights is not blended together for a smooth emissive look. Instead, there are ...
Clear Timer by Function Name does not appear to be callable from a widget blueprint if the function is owned by a UObject. The Timer clears when the custom event is called by other blueprints, howev ...
If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...
If the user gives an enum parameter in a blueprint function the name "Category", this will result in the function being added to a category in the My Blueprint panel. ...
Light sources which have the source length attribute set to a value greater than zero seem to be leaking light through occluding geometry (see the image below and repro project). Moving it away from ...
A crash occurs when Opening a level with a Particle System that contains a warmup time and a Light module with High Quality Lights checked. This crash seems very isolated and specific as it does no ...
With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...
A Movable Point Light placed in the center of a field of foliage meshes will render shadows only at certain heights and going above those heights will cause the shadows to completely disappear. [Im ...
Copying a call to a Custom Event or Function in another Blueprint and pasting it in the Blueprint the Custom Event or Function comes lives in will cause a compile warning or failure. In 4.7.5 it giv ...