Steps to Reproduce
  1. Open the ThirdPersonTemplate project
  2. Enter r.Lumen.DiffuseIndirect.Allow 0 in the command input window
  3. Enter r.SceneCapture.DepthPrepassOptimization 1
  4. Drag a SceneCapture2D into the scene and assign a render target to the Texture Target property.
  5. Set the Capture Souce to SceneDepth R

[Image Removed]

Callstack
>	UnrealEditor-Renderer-Win64-Debug.dll!FSceneRenderer::RenderDistanceFieldAOScreenGrid(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, const FViewInfo & View, const FDistanceFieldCulledObjectBufferParameters & CulledObjectBufferParameters, FRDGBuffer * ObjectTilesIndirectArguments, const FTileIntersectionParameters & TileIntersectionParameters, const FDistanceFieldAOParameters & Parameters, FRDGTexture * DistanceFieldNormal, FRDGTexture * & OutDynamicBentNormalAO) Line 338	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!FSceneRenderer::RenderDistanceFieldLighting(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, const FDistanceFieldAOParameters & Parameters, TArray<FRDGTexture *,TSizedDefaultAllocator<32>> & OutDynamicBentNormalAOTextures, bool bModulateToSceneColor, bool bVisualizeAmbientOcclusion, bool bModulateToScreenSpaceAO) Line 973	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderDeferredReflectionsAndSkyLighting(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, FLumenSceneFrameTemporaries & LumenFrameTemporaries, TArray<FRDGTexture *,TSizedDefaultAllocator<32>> & DynamicBentNormalAOTextures) Line 2018	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 3343	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread(FRDGBuilder & GraphBuilder, FSceneRenderer * Renderer, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 4909	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!`FRendererModule::BeginRenderingViewFamilies'::`116'::<lambda_4>::<lambda_invoker_cdecl>(FRDGBuilder & GraphBuilder, const FSceneRenderFunctionInputs & Inputs) Line 5209	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<bool (__cdecl*)(FRDGBuilder &,FSceneRenderFunctionInputs const &),bool,FRDGBuilder &,FSceneRenderFunctionInputs const &>::Call(void * Obj, FRDGBuilder & <Params_0>, const FSceneRenderFunctionInputs & <Params_1>) Line 296	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,bool __cdecl(FRDGBuilder &,FSceneRenderFunctionInputs const &)>::operator()(FRDGBuilder & <Params_0>, const FSceneRenderFunctionInputs & <Params_1>) Line 415	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!FSceneRenderProcessor::Execute::__l30::<lambda_4>::operator()(FRHICommandListImmediate & RHICmdList) Line 891	C++
 	UnrealEditor-Renderer-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<`FSceneRenderProcessor::Execute'::`30'::<lambda_4>,void,FRHICommandListImmediate &>::Call(void * Obj, FRHICommandListImmediate & <Params_0>) Line 292	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate & <Params_0>) Line 414	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!ExecuteCommand(FRHICommandList * RHICmdList, const TVariant<TUniqueFunction<void __cdecl(void)>,TUniqueFunction<void __cdecl(FRHICommandList &)>,TUniqueFunction<void __cdecl(FRHICommandListImmediate &)>> & Function, const FRenderCommandTag & Tag) Line 1527	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!UE::RenderCommandPipe::FCommandList::ConsumeCommands<`FRenderThreadCommandPipe::ExecuteCommands'::`2'::<lambda_1>>(const FRenderThreadCommandPipe::ExecuteCommands::__l2::<lambda_1> & Lambda) Line 430	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!FRenderThreadCommandPipe::ExecuteCommands(UE::RenderCommandPipe::FCommandList & CommandList) Line 1935	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1922	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<`FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>,void>::Call(void * Obj) Line 292	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 414	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 696	C++
 	UnrealEditor-Core-Win64-Debug.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 518	C++
 	UnrealEditor-Core-Win64-Debug.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 495	C++
 	UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 792	C++
 	UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 679	C++
 	UnrealEditor-Core-Win64-Debug.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1440	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 260	C++
 	UnrealEditor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 418	C++
 	UnrealEditor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 156	C++

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Duplicate
ComponentUE - Rendering - Architecture
Affects Versions5.7.45.8
CreatedMay 22, 2026
ResolvedMay 22, 2026
UpdatedMay 27, 2026
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