[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
ExponentialHeightFog does not render for Gear VR devices when both the device and project are set for Gear VR. However, the fog does appear on a project without Gear VR enabled. Occurs On: GalaxyS6 ...
There is an issue with GoogleVR and Android SDK 26 that only occurs when packaging "For Distribution", possibly connected to the SDK 26 change regarding the UiLayer for VR mode. Packaging without Di ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...
No sound play in editor when using ALSA (Advanced Linux Sound Architecture), and log spam when launching a project ...
When enabling the AudioDeviceModuleName=AudioMixerXAudio2 setting in the windowsengine.ini file it causes new level loads to lock up. This may be due to the garbage collection stuck in a loop wai ...
The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facingplanes. This problem can be mitigated by increasing r.TSR.ShadingRejection.TileOverscan from 3 to 4 with ...