Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go

UE - Platform - Mobile - Dec 28, 2018

"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling  r.M ...

With Accurate Velocities from Vertex Deformation and Instanced Stereo enabled anti-aliasing does not affect the right eye

UE - Platform - XR - Jul 8, 2016

KevinR: Make sure you are using Temporal AA (TXAA), and I was using SteamVR/Vive With Accurate Velocities from Vertex Deformation and Instanced Stereo enabled anti-aliasing does not affect the righ ...

InstancedFoliageActor experiences issues with floating point precision when far away from World Origin and is not affected by Origin Rebasing

UE - World Creation - Worldbuilding Tools - World Composition - Jul 17, 2020

Foliage generated by Landscape Grass Type do not encounter this issue. Only hand painted foliage with foliage tool is not affected by rebased origin. Foliage vibrates when it is located in long dist ...

Crash on loading pre-4.20 cloth data when compute skin cache is enabled in 4.21

UE - Graphics Features - Mar 19, 2019

According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...

4.16 Mobile Compat Pass - QA-Decals - UI glitch when playing on a 9.3.5 iOS Device

UE - Platform - Mobile - Apr 21, 2017

While testing in QA-Decals on iOS device, after loading into the project the UI will be glitched ~50% of the time. After further testing, it seems this bug only occurs on iPads running the iOS vers ...

Refraction does not display properly on Android devices

UE - Platform - Mobile - Apr 2, 2019

A user has reported that Refraction does not affect Translucent or Masked materials at all on Android. It is also limited in how much it affects Opaque materials. Regression?: No This has been test ...

Failed to compile C++ Code project, for iOS/tvOS in Development, in Xcode 8.3 beta 1

UE - Platform - Mobile - Jan 31, 2017

Project fails to build for iOS/tvOS due to:error: non-portable path to file errors. ...

Crouch node does not appear to have any affect when called

UE - Gameplay - Player Movement - Jan 3, 2017

Crouch node does not appear to have any affect when called. The Is Crouching always returns false ...

Sequencer renders events affecting UMG twice

UE - Anim - Sequencer - Jun 1, 2016

Sequencer renders events affecting UMG twice ...

Transition Screen Size does not affect LODActors

UE - World Creation - Worldbuilding Tools - HLOD - Nov 18, 2016

Transition Screen Size doesn't seem to affect when LODActors are added to the level. This was occurring before Dev-Framework's merge into Main at CL 3198987. ...