While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics.
Relevant code in ConfigureInOutVariableLayout:
else if (Semantic && FCStringAnsi::Strnicmp(Variable->name, "gl_", 3) != 0) { Variable->explicit_location = 1; Variable->semantic = ralloc_strdup(Variable, Semantic); if(Mode == ir_var_in) { Variable->location = ParseState->next_in_location_slot++; } else { Variable->location = ParseState->next_out_location_slot++; } }
N/A
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?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59334 in the post.
0 |
Component | UE - Graphics Features |
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Target Fix | 4.20, 4.21 |
Created | May 18, 2018 |
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Resolved | Jun 14, 2018 |
Updated | Jun 23, 2018 |