In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...
When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
When using a combination of Scale box, Invalidation box, and split anchors it can cause the child widget(S) of the invalidation box to jitter/shake. ...
This issue only occurs on iOS and does not reproduce on Windows or Android. I have seen that the SceneDepth value of the DepthFade node may not be compared correctly. ...
When using the Vive and the Anti-Aliasing Method of "Temporal AA" Widget components appear blurry during movement. ...
"Simulate Selected" overwrites "Physics Type" property when playing in Editor. In any subsequent PIE sessions SK_Mannequin will simulate physics even though the option is toggled off. This was repo ...
The quest appear to have a memory leak. This can be shown when using the OVR Metric tool. When launching an app onto the device it appears that he memory usage goes up every 20 seconds or so. ...
When changing the pixel density for PSVR it appears that some post processes shift slightly in the Right eye ...
The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.// Setup wind data Body->bWindEnabled = true; Scene->Get ...
When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...