https://answers.unrealengine.com/questions/462957/rendering-glitch-when-launching-on-android-ue413-p.html I was able to repro it on Nexus5 with Android 5.1.1. ...
Discovered this while doing RC candidate testing for 4.13 Works fine in all other use cases: Nougat devices that support Vulkan Marshmallow devices that support Vulkan Marshmallow devices that don' ...
Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...
There's no device profile to set MobileContentScaleFactor for iPadPro 10.5". It picks up other rendering settings properly from the iPadPro family, but this doesn't set MobileContentScaleFactor. T ...
FHLSLMaterialTranslator::ParticlePosition does not return Previous information when request which can result in bad motion vector calculation. ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
If two states have MoveDirectionIntent vectors that are opposite to each other, interpolating between these states can result in MoveDirectionIntent being 0. This may cause issues for animation blue ...
VR Preview Window is the wrong resolution, just showing the top left portion of the entire view. Somewhat similar symptoms to -[Link Removed]-, not exactly the same though. This issue has not be ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...