Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...
The PLATFORM_SOCKETSUBSYSTEM macro is defined in SocketSubsystem.h for some platforms, while others add the definition in a Build.cs file (e.g. Sockets_XboxOneGDK.Build.cs). This definition is missi ...
Multiple licensees are experiencing this problem. The repro should look like this initially: [Image Removed] But then over time will degrade overtime into something like this this, most likely cau ...
Disabling PIX Profiling in the project settings for Xbox One does not actually disable PIX Profiling. This does not happen with C++ projects This is a Regression ...
Launching an intro movie using MoviePlayer->SetupLoadingScreen() works correctly on windows, but fails to display the movie on XB1. See FShooterGameLoadingScreenModule::StartupModule() ...
In case of running a packaged build the file can't be written on the G drive. HandleMemReportDeferredCommand writes to a relative path by default, but such files should be written to the developer ...
Looks like the pass count check for assigning the fast vram flag is wrong when looking for a pooled render target and always discards the first found RT when making multiple passes. Code should like ...
GPUFree is sometimes called on allocations not made with GPUMalloc. Later this will cause GPURealloc to be called with invalid values and cause a crash. This can occur with vertex buffers. ...
The post at the additional info URL describes a possible engine bug: being unable to connect to an online game after a suspend and resume during an online game. Can we see if this reproduces in Shoo ...