MI's with StaticParameters always inline their shadermap, even if it has the same FMaterialShaderMapId as the parent. We should skip inlining it in that case, saving cooked disk space and cooked build load time.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45111 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.16 |
Target Fix | 4.22 |
Created | May 16, 2017 |
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Resolved | Oct 12, 2018 |
Updated | Mar 11, 2019 |