Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.


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.

Steps to Reproduce

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.

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Won't Fix
Affects Versions4.114.12
CreatedAug 31, 2016
ResolvedMar 13, 2017
UpdatedJun 23, 2018