No user comments in crash group 986 FLinearColor GetClearColor() const 987 { 988 ***** ensure(ColorBinding == EClearBinding::EColorBound); 989 return FLinearColor(V ...
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 ...
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 line is used as a setting to help debug WidgetInteractor component that NickD just put in place ...
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 ...
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 ...
If the player moves their head around with the chaperone bounds showing the bounds will wave back and forth in a floating fashion. ...
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 ...
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 ...