Light Propagation Volumes Not Affected by Emissive Area Light

Rendering - Features Teams - Aug 1, 2018

The light propagation volume is not affected by a material with emissive area light enabled. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, 4.21 CL# 4246589 ...

Rect Lights does not illuminate Volumetric Fog except at extreme intensities

Rendering - Features Teams - Jul 9, 2018

Rectangular Area Lights require extremely high values in order to illuminate Volumetric Fog and Volumetric Materials. This means they do not appear to match the output of other light types of identi ...

White Artifacts on the Edges Static Meshes with MSAA enabled

Rendering - Features Teams - Jul 6, 2018

White artifacts will appear on the edges of static meshes with MSAA enabled. If you change to deferred shading the issue is still there however it is less noticeable. Similar to UE- Founding in ...

Colors of Individual Lens Flare Tints Cannot be Changed in UE 4.18+

Rendering - Features Teams - Jun 15, 2018

If you create a project in 4.17 and follow the Repro steps, you will be able to adjust the colors of individual lens flares. If you copy the 4.17 project into 4.18, 4.19, 4.20 Preview, or 4.21 the f ...

Light Shafts Flicker in 4.19 compared to 4.18

Rendering - Features Teams - May 22, 2018

Per Licensee: We have noticed that the volumetric light shafts have become much more "flickery" and unstable compared to 4.18.3. This is visible in just the empty project with an unmodified engine. ...

Support Lighting Channels for Skylights

Rendering - Features Teams - Apr 27, 2018

Lighting channels for skylights would help for streaming levels that include both outdoor and indoor environments. https://forums.unrealengine.com/development-discussion/rendering/78203-lighting-ch ...

SSR is drawn black when translucent material with FXAA

Rendering - Features Teams - Apr 4, 2018

SSR is drawn black when translucent material with FXAA. This problem is because there is no preview buffer used for reflection. SSR was displayed with Source change introduced in the following UDN ...

Split screen causes rendering issues with lightshafts

Rendering - Features Teams - Feb 21, 2018

There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...

Max Deviation setting is never used for Mesh Reduction, causes incorrect values for automatically computed LOD distances

Rendering - Features Teams - Feb 1, 2018

The Max Deviation setting for a static mesh LOD is never used for Mesh Reduction. This results in incorrect values for automatically computed LOD distances, because the calculation uses the Max Devi ...

DitherTemporalAA includes some noise even when Alpha Threshold is set to 0

Rendering - Features Teams - Dec 8, 2017

DitherTemporalAA's output contains some noise even when Alpha Threshold is set to 0. ...