When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:
float RadiusSq = length2(LocalBoxExtent);
This doesn't exactly match the CPU logic for static mesh component LOD selections.
We would need to pass up and use the radius squared of the original bounding sphere.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219726 in the post.
1 |
Component | UE - Graphics Features |
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Target Fix | 5.6 |
Created | Jul 19, 2024 |
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Updated | Jul 23, 2024 |