Materials using EyeAdaptationInverse may render incorrectly when debug visualizations are active.
This issue can be resolved by modifying the EyeAdaptionInverse function in EyeAdaptionCommon.ush to look like
float InverseExposureLerp(float Exposure, float Alpha) { #if EYE_ADAPTATION_DISABLED return 1.0f; #else // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Exposure. // So the lerped value is: // LerpLogScale = Lerp(log(1),log(1/Exposure),T) // Which is simplified as: // LerpLogScale = Lerp(0,-log(Exposure),T) // LerpLogScale = -T * log(Exposure); float LerpLogScale = -Alpha * log(Exposure); float Scale = exp(LerpLogScale); return Scale; #endif }
Expected
The mesh draws valid colors
Actual
The mesh is black because of NaN values from EyeAdaptationInverse
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
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does UMG set overlapping layouts?
An error occurred while trying to generate project files !?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-224465 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 5.4.4 |
Target Fix | 5.6 |
Created | Sep 16, 2024 |
---|---|
Updated | Sep 18, 2024 |