(Enduring Games)
Included Insights trace to show the memory spike in LLM followed by some pretty large time
cost frames in the timeline. (Link to insights trace in comments section)
1. Create a blank map.
2. Create a blueprin..
3. Add a function that has a Create And Assign Render Target at 4096x4096. Choose
any format but R8 can be a good test since this involves memory. Cache the render
target in a local variable.
4. Use this variable and place “Draw Material To Render Target” with “WorldGridMaterial”
as the material selection.
5. Enable “Call In Editor” for this function.
6. Place new BP in the world and hit the function call button in details panel and observe
the spike in vram usage followed by a lagging editor for some time.VRAM spike does
not reduce until editor close
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Teleporter in the Creative Hub is Locked and cannot be accessed
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
I'm working on a VR Project and I cannot add Nav Mesh to the stairs??
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-172227 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 5.1 |
Target Fix | 5.2 |
Created | Dec 7, 2022 |
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Resolved | Feb 14, 2023 |
Updated | Apr 29, 2023 |