Specification here: [Link Removed]
Which is mirrored in engine in FD3D12DynamicRHI::Init (for example):
[Image Removed]
However, FWindowsPlatformMisc::ChooseHDRDeviceAndColorGamut always returns 5 or 6, when it should be returning 3 or 4. Issue also seems to be present in the Mac version of the function too.
See licensee UDN for more info.
Enable HDR in windows/for your monitor.
In any project, add the following to DefaultEngine.ini:
[/Script/Engine.RendererSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
BuildCookRun the project for Win64 (or launch via editor). Once built/cooked, launch the game from VisualStudio instead (-onethread helps a bit here too).
Set a breakpoint in FD3D12Viewport::EnsureColorSpace
Expected: DF_ACES1000_ST_2084 or DF_ACES2000_ST_2084 should be used
Result: DF_ACES1000_ScRGB:DF_ACES1000_ScRGB: or DF_ACES2000_ScRGB are used instead
error message when install in U.E 5.3 - IS-IN-FCO2-82
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
How can i modify the param name in EQS node
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-122309 in the post.
3 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.26.2, 4.27 |
Target Fix | 5.1 |
Fix Commit | 19918995 |
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Created | Aug 23, 2021 |
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Resolved | Apr 26, 2022 |
Updated | May 6, 2022 |