Description

It is possible to repo this without the exact steps, but that leaves it ambiguous if the camera moved when exiting PIE or not.

Steps to Reproduce

1. Download the Licensee's test project and open. (Addl info URL 2)
2. Verify that the Editor Viewport and the camera in the BP_ThirdPersonCharacter have a FOV of 70.
3. Set the Engine scalability to "Low" - This makes the repo easier, but it is not necessary.
4. Verify that both "r.ScreenPercentage" and "r.Editor.Viewport.ScreenPercentage" are 50.
5. Ensure that the particular viewport has its override screen percentage set to 50. If it is unchangeable, change the viewmode to "Lit", adjust the custom screen percentage, and then change the viewmode back to "Mesh LOD Coloration".
6. In the BP_ThirdPersonCharacter, make sure that the CameraBoom relative location is

{0,0,0}

, and its length is 0. Make sure the Camera relative location is {0,0,0}

. The goal is to have the camera at the actor's position.
7. Play PIE.
8. Execute the console command "show LODColoration".
9. Position the view such that it is right before a LOD change (IE, before going from textured to red). "BugItGo -45.866207 1207.838577 92.012604 0.000000 0.000000 0.000000"
10. Run a ProfileGPU and BugIt. Save the BugIt Location.
11. Without moving the view, Exit PIE.
12. Observe the LOD color change. - this is the problem.
13. Run ProfileGPU and BugIt again.
14. Compare the BugIt locations and rotations. If previous steps were correct, the BugIts will match perfectly.
15. Compare the ProfileGPU outputs, Particularly Scene\PostProcessing\Tonemap. If the previous steps were correct, the two captures should show the same size for this pass.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202119 in the post.

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By Design
ComponentUE - Rendering Architecture
Affects Versions5.3
Target Fix5.5
CreatedDec 7, 2023
ResolvedApr 12, 2024
UpdatedApr 12, 2024