Dynamic Shadow from Stationary Point Light in Forward Renderer only partially visible after light bake

Pretty sure this edit to ShadowProjectionPixelShader.usf (at line 232, as of the 4.17 release in UE4-QA) fixes it:

	float4 HomogeneousWorldPosition = mul(float4(ScreenPosition.xy * SceneW, SceneW, 1), View.ScreenToWorld);    

becomes

	float4 HomogeneousWorldPosition = mul(float4(ScreenPosition.xy, SceneW, 1), View.ScreenToWorld);