Unreal Engine 4.22 Released!

There seems to be a fairly serious regression with materials. I’ve already submitted it, but I wanted to mention it since it took me a long time to figure out what was going on.

All materials with Texture Object nodes, despite rendering properly, are treated as solid black from the perspective of both Lightmass and the “Bake Materials” function. Among other things, this causes materials to behave like “black holes” that don’t produce any indirect static lighting.

I probably wouldn’t have even noticed that there was a problem if I hadn’t tried to build a map where every single texture makes use of Texture Objects, meaning all indirect lighting was broken.