While in ES 3.1 - lighting on movable meshes from static directional light appears to be rotated 90 degrees. The direction of light on movable mesh, both static mesh and skeletal mesh, doesn't match ...
This is a licensee UDN: [Link Removed] I've reviewed the javascript/native bridge code and I don't see anything obvious. The fact that it can happen on both mobile platforms might point at some hi ...
SceneTexture:SceneDepth node is not properly compiled in ES3_1. Regression? yes, It is working in 4.20.3 launcher version. This log come up with compile failure LogMaterial: Display: Missing cache ...
This problem was reported in this UDN:https://udn.unrealengine.com/s/question/0D52L00005PbEYNSA3/landscape-distance-fields-artifacts?fromCase=1 ...
Scene captures are broken on encoding devices when mobile HDR is off. ...
Particle systems placed in levels don't play as expected on level load when using ES 3.1 Preview. Found in 4.24.1 CL#10757647 Reproduced in 4.25 Main CL#11115840 ...
Modulated shadows are not functioning properly on IOS devices for skeletal meshes. Any skeletal meshes in the scene will cast a shadow, but have a flickering modulated shadow on the skeletal mesh as ...
A bug in UBT is preventing the authors of SkookumScript from submitting their 4.16 plugin to the marketplace. ...
Black-screen when mobile-multi view is enabled in 4.23 preview. Also confirmed on Oculus Go. +Occuring in 4.24 MAIN @ CL 7436536 Sidenote: In all tested engine versions - when enabling/disabin ...
Spot lights don't work at all with Cast Shadows disabled on the Magic Leap. Cast Shadows must but enabled even though they don't work. This can also be demonstrated in the Vulcan render preview in ...