Reflection looks much darker on Mobile Preview vs PC

Platform - Mobile - Jan 13, 2021

This problem is getting more obvious while Roughness value is getting bigger, 1 get maxmum difference If surface has Normalmap applyed, because of this problem, bumpness effect is weaker on Mobile ...

Missing SmallOSAlloc/Free memory tracking with LLM on iOS

Platform - Mobile - Dec 11, 2020

Licensee reports missing memory tracking for LLM on iOS: In Engine/Source/Runtime/Core/Private/HAL/MallocBinned.cpp in SmallOSAlloc, there is a compiler define for IOS and within it there is an LLM ...

Material PlatformStats Android GLES&Vulkan Pixel Shader Row is empty

Platform - Mobile - Nov 26, 2020

I think it's caused by mismatching names of shadertype, which was hand-coded in MaterialStatsCommon.cpp ...

Android build fails with GPU Lightmass plugin enabled

Platform - Mobile - Nov 5, 2020

Packaging for Android fails with the GPU Lightmass plugin enabled. A customer reported this and I was able to successfully repro it, however my callstack was different. I'm attaching my logs and cal ...

iOS/TVos/Mac Compilation Error - Argument List Too Long

Platform - Mobile - Oct 8, 2020

Compilations are failing on iOS, tvOS and Mac due to the following clang error: clang: error: unable to exectute command: posix_spawn failed: Argument list too long ...

r.ShaderpipelineCache.StartupMode=0 does NOT work property

Platform - Mobile - Sep 16, 2020

r.ShaderpipelineCache.StartupMode=0 is a option for stop precompile using PSO Caching, but it doesn't work property. After CL-5837455, FShaderPipelineCache::ResumeBatching() is always called in FEn ...