[CrashReport] UE4Editor_RHI!FClearValueBinding::GetClearColor() [rhi.h:989]

UE - Platform - XR - Mar 27, 2018

No user comments in crash group 986 FLinearColor GetClearColor() const 987 { 988 ***** ensure(ColorBinding == EClearBinding::EColorBound); 989 return FLinearColor(V ...

Failure packaging for Android with Configure for deployment to Daydream enabled

UE - Platform - Mobile - Jan 5, 2017

Found on: 4.15 Binary CL-3247232 Unable to package for android when Configure for deployment to Daydream is selected. (Packaging without it enabled succeeds even with the same other settings, but c ...

Custom lighting channels ignored when object culled in stereoscopic

UE - Platform - XR - Apr 14, 2016

When a light that uses lighting channels is only visible in one view during stereoscopic rendering, it affects the default light channel instead of the assigned one in the view that it's not visible ...

Debug Lines render Incorrectly with Instanced Stereo

UE - Platform - XR - Aug 1, 2016

Debug line is used as a setting to help debug WidgetInteractor component that NickD just put in place ...

Light Shaft Occlusion causes exponential height fog to render incorrectly in stereoscopic

UE - Platform - XR - May 26, 2016

Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...

Motion controller components created in c++ do not appear to update their location

UE - Platform - XR - Apr 17, 2019

The motion controller component does not appear to update it's location if was created in a C++ project. regression: This appears to work as expected in the 4.21 release of the engine ...

Get Oculus Identity nodes appears to always fail when retrieving Oculus Id/ Oculus Name

UE - Platform - XR - Dec 23, 2016

Get Oculus Identity nodes appears to always fail when retrieving Oculus Id/ Oculus Name ...

Chaperone bounds appear to move around in the Vive

UE - Platform - XR - May 10, 2016

If the player moves their head around with the chaperone bounds showing the bounds will wave back and forth in a floating fashion. ...

Overlap End/Beings when setting actor location

UE - Gameplay - Components - Jun 22, 2018

In the provided example. The player's position is set on tick. This causes the overlap for the collision sphere being used to determine if the hands of the player are overlapping a surface to repeat ...

Rep Notify is not getting called on the client

UE - Networking - Jan 30, 2017

I've been looking into replicating HMD movement across the network I found a thread where there was an example "MPRepro" to show the how to do this, but testing that example, I see behavior where ...