If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting.
A weird thing is, if call SetLightingChannels at BeginPlay, the lighting channel can be changed as expected.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-97819 in the post.
| 2 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.25.3 |
| Target Fix | 4.27 |
| Fix Commit | 14254633 |
|---|
| Created | Aug 28, 2020 |
|---|---|
| Resolved | Oct 15, 2020 |
| Updated | Apr 28, 2021 |