What happens is eye adaptation may sample outside view rect, and end up with NaN in eye adaptation buffer, that effectively stays there forever, generating black screen. ...
Launching on VR Mobile platform with Mobile Multiview and OpenGL ES3.1 enabled breaks occlusion. Also occuring in Main @ CL4235929 Users example project attached, also confirmed in VR Template. ...
After doubling the number of physics objects in the level the client loses input/ignores input ...
This problem occurs when we use the Eye Adaptation node for calculations. Also, it does not seem to happen in 4.21. ...
Distance Field Shadow with Foliage Cull distance problem. I used distance field shadow with Foliage cull distance. Set the DFS shadow long. Then shorten the cull distance value of the Foliage. Foli ...
FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it. Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...
Having an actor with a WidgetComponent + DrawAtDesiredSize will cause a lag spike when size changes in VR. Additionally, If you enter a value other than 100 in SetWorldToMetersScale the 'draw at ...
When an actor component is selected and is moving independent of it's root the transform gizmo doesn't follow the actor component. If you select the actor component and translate it the transform g ...