"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.Mobile.AlwaysResolveDepth 1 does not resolve it. (Oculus Go has Adreno 530)
Confirmed in 4.22 MAIN @ CL 4670176
Result: Depth Fade will not be applied to Material while running on Go
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-67885 in the post.
10 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.21.1, 4.22, 4.20.3 |
Target Fix | 4.22 |
Created | Dec 28, 2018 |
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Resolved | Jan 17, 2019 |
Updated | Sep 16, 2019 |