It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead.
If the pass is modified to return a different texture than it is sent (in the same manner as the Lumen visualization mode, for example), it behaves correctly.
The Licensee has provided three files that can be modified to fix this issue. (Code too long to attach)
1. Download and open the attached test project.
2. Set the console variable "r.Forward.LightGridDebug" to 1. Observe the debug visualizer on the screen.
Set the console variable "r.Forward.LightGridDebug" to 0.
3. Play in the editor. Set the console variable "r.Forward.LightGridDebug" to 1. Observe the lack of debug visualizer, and that the final image is not changing no matter what input is sent.
4. Set the console variable "r.Forward.LightGridDebug" to 0. Observe that the final image changes to where it should be based on input.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-203553 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 5.3, 5.3.1, 5.3.2 |
Target Fix | 5.5 |
Created | Jan 9, 2024 |
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Resolved | Oct 3, 2024 |
Updated | Oct 9, 2024 |