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See TranslucentRendering.cpp
// todo: this optimization is currently broken
DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_SeparateTranslucency);
The optimization doesn't work because the bSceneColorCopyIsUpToDate is always false when it's evaluated in the code above.
As reported on UDN.
Create a test level with multiple meshes with a transparent material which reads from SceneColor, using separate translucency
Put a breakpoint in FTranslucencyDrawingPolicyFactory::DrawMesh and notice that each draw call does a SceneColor copy.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35354 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.11, 4.12 |
Created | Aug 31, 2016 |
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Resolved | Mar 13, 2017 |
Updated | Jun 23, 2018 |