When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor.
A Licensee has reported that they do not improve the quality in a shipping build and do not seem to have any effect.
It appears that CL 26049455 changed how "FVirtualTexture2DResource::InitRHI()" calculates the FullNameHash.
Before that CL, it used "ProducerDesc.FullNameHash = GetTypeHash(TextureOwner->GetName());" which used an FString for the TextureOwner's name (which I believe is the underlying texture asset).
After the CL it was changed to use GetFName(), which is an FName instead of an FString.
FNames are not case preserving during shipping builds, so I believe the hashes are being calculated differently in shipping builds compared the data recorded in the editor, which results in the prestreaming system not helping with virtual texture loading after camera cuts.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-237555 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5 |
Target Fix | 5.7 |
Created | Jan 9, 2025 |
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Updated | Feb 3, 2025 |