Description

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".

Steps to Reproduce

See UDN. Code only issue.

Have Comments or More Details?

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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Fixed
ComponentUE - Platform - Console
Affects Versions4.16
Target Fix4.16
Fix Commit3336550
Main Commit3378288
CreatedMar 1, 2017
ResolvedMar 8, 2017
UpdatedApr 27, 2018
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