When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead. Using the commands in the Editor viewport shows the BaseColor as expected - as does using the viewport Lit > Buffer Visualization > Base Color mode.
The workaround for this is to not use the CVars at all, but to instead add the BaseColor engine post processing material to the MRQ Deferred Rendering Additional Post Processing Materials section and then render.
Also, if rendering hair strands it's important to set r.HairStrands.WriteGBufferData 3 in order to see the correct hair strands data.
Expected
The BaseColor is rendered in the output
Actual
The GBuffer overview is rendered with the normal GBuffer instead of BaseColor
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-252259 in the post.
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Component | UE - Anim - Sequencer - MRQ |
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Affects Versions | 5.5 |
Created | Feb 27, 2025 |
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Updated | Mar 13, 2025 |