Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...
Slack thread [Link Removed] Probably related to the same issue seen on Android, explained here: [Link Removed] ...
This issue only occurs on iOS and does not reproduce on Windows or Android. I have seen that the SceneDepth value of the DepthFade node may not be compared correctly. ...
The following assertion throws after the project crashes when playing on the device: Assertion failed: Index < GetMaxIndex() [File:D:/P4Workspaces/Switch_3/Engine/Source/Runtime/Core/Public/Contai ...
When launching a project onto a mobile device that has a material that is shown via the hud blueprint. The material does not render. ...
Score is not displaying on iOS devices Tested on iPhone6S+_6241 OS: 9.3.5 The score displays fine on Android. ...
In order to distribute content within GooglePAD's distribution size limit. (1GB for install-time, 500MB for fast-follow, and 500MB for on-demand) we are trying to package it as assetpack by dividing ...
iOS + Android apps will crash on launch if Event Driven Loader is disabled. Confirmed in 4.23 MAIN at CL 5035898 ...
On Android phones, VulkanStagingBuffers continually grows when the scene is static. From looking at FStagingManager, it appears the VulkanStagingBuffers atat is only updated on buffer acquisition, ...
This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...