KevinR: Make sure you are using Temporal AA (TXAA), and I was using SteamVR/Vive With Accurate Velocities from Vertex Deformation and Instanced Stereo enabled anti-aliasing does not affect the righ ...
A crash is occurring in a nativized packaged game when overriding a server event and calling the parent's implementation in a derived class. The crash doesn't seem to produce a detailed callstack. ...
"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...
There is a discrepancy between how Movie Scene Capture (Legacy) and Movie Render Queue handle letterboxing for sensor aspect ratio's that do not match the export resolution, which seems to be a bug ...
Using a Set Control Rotation node does not change the camera rotation when in VR mode. ...
Foliage generated by Landscape Grass Type do not encounter this issue. Only hand painted foliage with foliage tool is not affected by rebased origin. Foliage vibrates when it is located in long dist ...
Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...
Launching an iOS App that is set to Metal 2.0 on a device with iOS version 11.2.2 causes the app to crash and return to the home screen. This was tested on an iPad Pro as I do not have access to any ...
This is an early trending Mac/Metal crash coming out of 4.18. Mark.S: _Revised Statement: Users are trying to enable Metal 2.0 on 10.12.6. The iOS settings panel lets me show warnings about this st ...
After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...