Setting size of GameViewportClient gives different results on Android than in Editor
OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem.
A number of changes were made for 4.16 to support r.ScreenPercentage which fixes some viewport sizing problems in the mobile tonemapper. That code is related.
Originally reported in this thread: モバイルでの描画サイズに関して (Japanese)
UE-81742 DXGI_ERROR_INVALID_CALL
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Why does the REMOVE method of map container remove elements have memory leaks?
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-41798 in the post.
1 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.14 |
Created | Feb 9, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |