Looks like the pass count check for assigning the fast vram flag is wrong when looking for a pooled render target and always discards the first found RT when making multiple passes. Code should likely be "Pass < Count && !Found".
See UDN. Code only issue.
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42468 in the post.
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Component | UE - Platform - Console |
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Affects Versions | 4.16 |
Target Fix | 4.16 |
Fix Commit | 3336550 |
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Main Commit | 3378288 |
Created | Mar 1, 2017 |
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Resolved | Mar 8, 2017 |
Updated | Apr 27, 2018 |