After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...
The Editor will crash if Groom Hair Cards are viewed with the Light Complexity View Mode. ...
Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...