When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting.
This can be tracked back to FSystemTextures::InitializeEngineDependentTextures where IsTextureDataValid returns false due to the loaded UTexture2Ds' PrivatePlatformData having a null CPUCopy member.
It seems like any texture using ETextureAvailability::CPU would have this issue. A workaround is to skip the bit of FinalizeBuildSettingsForLayer that sets OutSettings.bAffectedBySharedLinearEncoding and OutSettings.Tiler if the texture uses ETextureAvailability::CPU
[/Script/Engine.TextureEncodingProjectSettings]
bSharedLinearTextureEncoding=true
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-264892 in the post.
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Component | UE - Texture |
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Affects Versions | 5.5.1 |
Target Fix | 5.6 |
Fix Commit | 41796241 |
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Created | Apr 2, 2025 |
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Resolved | Apr 21, 2025 |
Updated | Apr 25, 2025 |