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.
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 |