Vive - Motion Controller Component - Low Latency Update Regression

Virtual Reality - May 22, 2019

Motion Controller component attachments lag behind parent. Not happening on Oculus Rift Workaround: Set "Disable Low Latency Update" on your Motion Controller Components to 'true'  User Sub ...

Crash when Enabling HDR in a Standalone Fullscreen Game

Rendering - May 22, 2019

Enabling HDR with the r.HDR.EnableHDROutput command causes a crash in fullscreen standalone as well as packaged projects. This only happens with HDR monitors, following the same steps on a monitor t ...

Pivoting around an object does not appear to work when piloting an object in the editor

Tools - May 21, 2019

The pivoting feature (Alt + Left mouse button) appears to have been remove when piloting objects in the editor ...

AJA interlaced format have a strange behavior compare to Blackmagic.

Virtual Production - May 21, 2019

Reproduce and confirm what is going on with the input/output. AJA output in interlaced format, should provide 30 frames at 60fps. For each frame, 1 field should contains the odd line of the image a ...

AnimCurveCompressionSettings is reset to CompressedRichCurve at editor startup

Anim - Animation - May 21, 2019

AnimCurveCompressionSettings's codec is reset to CompressedRichCurve when user open the project, so user can not keep the state changed to UniformlySampled. The following code in the constructor of ...

Smart Nav Links created via Load Level Instance are broken, but Simple Nav Links are fine

Gameplay - AI - May 20, 2019

Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...

Arrays of Soft Object local variables are not captured for reference graph

Gameplay - Blueprint - May 20, 2019

This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to UE-74609 The issue is that the code that harvests soft object references stored in local ...

Separate downsampled translucency manually updates the view uniform buffer without invalidating the cached view.

Rendering - RHI - May 20, 2019

In TranslucencyRendering.cpp, FDeferredShadingSceneRenderer::RenderTranslucency, the following code: FViewUniformShaderParameters DownsampledTranslucencyViewParameters; SetupDownsampledTranslucenc ...

FCanvasTriangleRendererItem relies on BaseVertexIndex not being zero.

Rendering - RHI - May 20, 2019

The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...