Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass.
1. Download the Licensee's test project, compile, and open (see addl info URL)
2. Execute the console commands "r.ShowMaterialDrawEvents 1" and "r.EmitMeshDrawEvents 1"
3. Run "profilegpu"
4. In the profile, under "Frame ###\FRDGBuilder::Execute\Scene\BasePass\BasePassParallel", observe that there are two entries for "M_MannequinUE4_ChestLogo" and "M_MannequinUE4_Body" for "SK_Mannequin", despite there only being one Manequin in the scene.
5. In the Material "M_MannequinUE4_ChestLogo", disable the checkbox "Used With Hair Strands" in the "Usage" section.
6. Run "profilegpu"
7. Observe that in the profile, the passes for the Mannequin Materials in step 4 are not duplicated.
8. Re-enable the "Used With Hair Strands" checkbox on the Material "M_MannequinUE4_ChestLogo", and repeat steps 3-7 with a GPU capture tool instead of ProfileGPU.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-262140 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5.4 |
Created | Mar 27, 2025 |
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Updated | Mar 27, 2025 |