From licensee:
"Expected behavior (as seen in UE 4.25...also confirmed in 4.24):"
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"Actual behavior in UE 4.26:"
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Report from a licensee:
In VR when using custom depth its depthstencil render target seems to get cleared before rendering each eye, causing whatever is being rendered to it to be present only in the right eye.
it's Oculus Rift, deferred and both DX12 and DX11.
In our codebase I actually fixed it when the custom depth pass is created in `FSceneRenderer::RenderCustomDepthPass`
by doing the following (it formats badly here, the column is too narrow):
ERenderTargetLoadAction LoadAction = (ViewIndex == 0) ? ERenderTargetLoadAction::EClear : ERenderTargetLoadAction::ELoad; // <- ADDED & USED THIS PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding( CustomDepthTextures.CustomDepth, LoadAction, bWritesCustomStencilValues ? LoadAction : ERenderTargetLoadAction::ENoAction, FExclusiveDepthStencil::DepthWrite_StencilWrite);
From [Link Removed]:
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-104823 in the post.
6 |
Component | UE - Platform - XR |
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Affects Versions | 4.26 |
Target Fix | 4.27 |
Created | Dec 19, 2020 |
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Resolved | Feb 8, 2021 |
Updated | Feb 10, 2021 |