From User: "Normally UE4 has an "Eject" button which is great for live-debugging your app, because you can see everything that's happening in your world, and see the World Outliner in realtime whil ...
HISMs cause mobile VR app to crash. Confirmed in 4.23 MAIN @ CL 6829265 ...
Render target materials display as black on mobile VR when Mobile Multi-View is enabled. Also confirmed with LDR capture source. User also reports issues with scene depth (potentially fixed with [ ...
PixelDensity not changing with Google VR Did not repro on Oculus Go Confirmed in MAIN 4.23 @ CL 6395234 ...
If Google VR plugin is enabled and default VR plugins are disabled - debug layer does not render. Confirmed in 4.23 MAIN @ CL 6395234 ...
In 4.22, temporal AA rendering artifacts can be seen on MotionControllerComponent attachments. Other AA methods look to be working without artifacts. Not seen with Oculus Workaround: Set "Disa ...
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 ...
The old method doesn't work with private match invites as it doesn't have the right security permissions. It's still valid for dedicated servers. It also doesn't work properly with lobbies on VR eit ...
Flickering or shifted color will be seen in the Right Eye. User reports that moving the nodes from the material function to the base graph resolves the issue. Confirmed in 4.23 MAIN branch @ CL 6 ...
This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...