* This fixes the bug where many unbuilt interactions during registration would get corrected by blueprint construction scripts but the stationary light would continue to think it was built
[CL 2496244 by Daniel Wright in Main branch]
* bCastShadowsFromCinematicObjectsOnly on the light
* bCastCinematicShadow on components
* Useful for limiting cinematic spotlight shadow cost
* These do not affect static shadowing or Ray Traced Distance Field shadows
[CL 2466535 by Daniel Wright in Main branch]
New primitive component setting bAffectDistanceFieldLighting, useful for grass whose instance count overwhelms DFAO
Distance field volume texture allocations are sorted by size for better packing, and atlas is repacked on texture reallocation
[CL 2368153 by Daniel Wright in Main branch]
* Support for point, spot and directional lights
* LightSourceRadius / LightSourceAngle controls how large the penumbras are, with proper sharp contacts
* Directional lights use fast scatter culling path, the others use tiled gather culling
* Local lights only operate on the screen bounding rect
[CL 2302917 by Daniel Wright in Main branch]
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.
[CL 2093556 by Daniel Wright in Main branch]