When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the CPU-side data and does not allow it to be re-uploaded to the GPU anymore to save memory.
One workaround is to reload/restart the level, or comment out the call to OnDataUploadedToGPUFinal, which will increase memory usage because it prevents the CPU side data from being unloaded.
Expected
The ReflectionCapture data at the spawn still shows up in reflections
Actual
The ReflectionCapture data no longer appears in reflections because it was unloaded and will not reload. The possible cause is that in the game client, FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the CPU-side data and does not allow it to be re-uploaded to the GPU anymore.
The same issue will happen with the second reflection capture if world streaming causes it to unload while the player is at the spawn.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219787 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.4, 5.4.3 |
Target Fix | 5.6 |
Created | Jul 19, 2024 |
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Updated | Jul 23, 2024 |