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:
`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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-166971 in the post.
|Component||UE - Rendering - Shaders|
|Created||Oct 12, 2022|
|Resolved||Oct 21, 2022|
|Updated||Nov 21, 2022|