Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...
Note: This repros on 4.27 and all 5.x versions. When using the mobile renderer and/or forward shading, Planar Reflection will simply not work if the reflection plane normal has components that add ...
On PowerVR GE8xxx devices (e.g., GE8320), running with GPUScene enabled on the OpenGL ES path, point/local Lights render nothing or significantly weak result. Withouy GPUScene(UniformView/UBO path), ...
5.6[Image Removed] 5.5[Image Removed][Link Removed] ...
Reproduced 3/3 times. Regression testing in progress. Issue was reproduced on both Windows and MacOS launching onto iOS. Issue does not reproduce when packaging and installing an .ipa app. ...
Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...
Dynamic instancing is likely causing an issue where meshes that need shadows are getting combined with meshes that do not need shadows causing missing shadows. Tests were done with CSMs. Reproducti ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...