Texture format override to BGRA8 due to changes in CL-30603716.
The following code can restore the previous behavior.
void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITextureCompressorModule* Compressor) { ... // Create the uncompressed top mip-level. TArray< TArray<FFourDistanceFieldSamples> > MipData; const int32 NumChannelsUsed = FShadowMap2D::EncodeSingleTexture(LightingScenario, *this, Texture, MipData); Texture->Source.Init2DWithMipChain(GetSizeX(), GetSizeY(), NumChannelsUsed == 1 ? TSF_G8 : TSF_BGRA8); Texture->CompressionSettings = NumChannelsUsed == 1 ? TC_Grayscale : TC_Default; //work around Texture->MipGenSettings = TMGS_LeaveExistingMips; Texture->CompressionNone = true;
Actual Result : the shadowmap texture format is PF_B8G8R8A8
Expected Result : the shadowmap texture format is PF_G8
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229368 in the post.
0 |
Component | UE - Texture |
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Affects Versions | 5.4.1, 5.5 |
Target Fix | 5.6 |
Fix Commit | 38054600 |
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Created | Nov 1, 2024 |
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Resolved | Nov 13, 2024 |
Updated | Nov 20, 2024 |