When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...
This was originally found with Android Launch On but also occurs Launching on to Windows with a new project. This will not reproduce when using a build from PerforceogPlayLevel: Setting up ProjectP ...
This is a trending Mac/Metal crash coming out of 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.30-21.59.52:157][767]LogSlate: T ...
Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...
This does not occur with some previously packaged First Person templates that were on the device still namely one from //UE4/Dev-VR 4.21.0 @CL 4277723 It also does not occur with other apps on the ...
The path to libMGD.so for packaging has the wrong path separators for OSX and Linux. ...
in 5.0 or 5.1, MinimumLOD per platform can be previewed in the mobile ES3.1 preview mode, but It seems that the LOD ScreenSize per platform is not reflected in the mobile preview. ...
AAR files may contain multiple architectures and Gradle is including them all instead of filtering them to only include the active architecture in the APK. ...
Oculus store does not accept APKs signed with v2 signing from Gradle. ...
Gradle AAR import paths need to be absolute instead of relative since the current work directory used to package Gradle is not the same as Ant. ...