The results of Roughness=1.0 from a constant and from a parameter are different on 4.20.

Rendering - Features Teams - Sep 4, 2018

The results of Roughness=1.0 from a constant and from a parameter are different on 4.20. The static bool switch of the following material always returns 1.0. But the results are different.[Image Re ...

Postprocess Outline material does not work

Rendering - Features Teams - Aug 1, 2018

The PostProcess Outline Material doesn't render properly. Broken in 4.20.1 (CL - 4239966) and 4.21 (CL - 4245542) Working in 4.19.2 (CL - 4033788) ...

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 ...

Material Ambient Occlusion Does Not Work With Skylight Set to Movable

Rendering - Features Teams - Jul 27, 2018

Material ambient occlusion does not work with the skylight set to movable. Setting the material to allow static lighting will fix the issue until the level is reloaded. Found in 4.19 CL# 4033788, 4 ...

Light Function Material with Volumetric Fog Causes Screen-Space Banding

Rendering - Features Teams - Jul 12, 2018

With a light function being used on a light and volumetric fog enabled if you move the camera around it will cause screen-space banding at the edges of the screen. Found in 4.19 CL# 4033788, 4.20 P ...

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 ...

Emissive for Static Lighting - dark spot directly under light

Rendering - Features Teams - Jun 27, 2018

https://forums.unrealengine.com/development-discussion/rendering/1493948-emissive-for-static-lighting-glitch ...

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 ...