In the editor when running with ODSC our shader maps will never be complete.
This causes us to continually evaluate uniform expressions every frame for every material.
This results in a large RT cost. The culprit code is the following:
FMaterialRenderProxy::EvaluateUniformExpressions:
`OutUniformExpressionCache.bUpToDate = Context.Material.IsRenderingThreadShaderMapComplete();`
Is it safe to just assuming the cache is up to date? and as long as we re-cache everytime we get a new shader map things should always be up to date.
[Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-166971 in the post.
| 0 |
| Component | UE - Rendering Architecture - Shaders |
|---|---|
| Affects Versions | 5.1 |
| Target Fix | 5.2 |
| Fix Commit | 22691328 |
|---|
| Created | Oct 12, 2022 |
|---|---|
| Resolved | Oct 21, 2022 |
| Updated | Nov 21, 2022 |