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See TranslucentRendering.cpp
// todo: this optimization is currently broken
DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_SeparateTranslucency);
The optimization doesn't work because the bSceneColorCopyIsUpToDate is always false when it's evaluated in the code above.
As reported on UDN.
Create a test level with multiple meshes with a transparent material which reads from SceneColor, using separate translucency
Put a breakpoint in FTranslucencyDrawingPolicyFactory::DrawMesh and notice that each draw call does a SceneColor copy.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35354 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.11, 4.12 |
Created | Aug 31, 2016 |
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Resolved | Mar 13, 2017 |
Updated | Jun 23, 2018 |