STAT_VolumetricLightmapBuildData isn't counted correctly.
It seems that the root cause is Volume.IndirectionTexture.DataSize is set to 0 before STAT_VolumetricLightmapBuildData is decreased.
// PrecomputedVolumetricLightmap.cpp FPrecomputedVolumetricLightmapData::~FPrecomputedVolumetricLightmapData() { if (!bTransient) { const SIZE_T VolumeBytes = GetAllocatedBytes(); // <---- GetAllocatedBytes() returns 0 DEC_DWORD_STAT_BY(STAT_VolumetricLightmapBuildData, VolumeBytes); } }
In the following code, DataSize is cleared.
ENGINE_API void FPrecomputedVolumetricLightmapData::AddToSceneData(FPrecomputedVolumetricLightmapData* SceneData) { .... if (!GIsEditor) { // Steal the indirection texture. When the sublevels are unloaded the values will be restored. IndirectionTexture = SceneData->IndirectionTexture; }
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-172465 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 5.1 |
Created | Dec 9, 2022 |
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Updated | Aug 14, 2024 |