When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view?
1. Download the Licensee's test project and open (see addl info URL)
2. Open the TestWorld map
3. Observe that the Scene Capture "SceneCapture2D" is rendering the "Scene Color (HDR) in RGB, SceneDepth in A" into "RT_Scene".
4. Observe that the color of the particles is not being rendered.
5. Observe that the particle's material "MAT_Test" samples the Distance Field to produce its color.
6. Change MAT_Test's "Shading Model" to "Default Lit", and attach the value going into Emissive Color to Base Color as well. Apply changes.
7. Change the Scene Capture "SceneCapture2D" Capture Source to "BaseColor in RGB (Deferred Renderer Only)"
8. Scene Capture "SceneCapture2D", enable "Global Illumination Method" editable checkbox, and make sure "Lumen" is selected, to forcibly enable Distance Fields for the Scene Capture
9. Observe that the particle color is being captured.
10. On the Scene Capture "SceneCapture2D", enable "Render in Main Renderer"
11. Observe that the particle color is no longer being captured.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-258312 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5.4 |
Target Fix | 5.7 |
Created | Mar 20, 2025 |
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Updated | Mar 20, 2025 |