DDM_AllOpaque means everything. This is hard requirement and is used for rendering algorithms that require a complete depth prepass. DDM_AllOccluders is for respecting the occluder flag.
The licensee is stating that static mesh elements are always drawn as occluders. In FStaticMeshSceneProxy::GetMeshElement, the mesh batch doesn't seem to be taking in the bUseAsOccluder flag value.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43919 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.14, 4.15 |
Created | Apr 12, 2017 |
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Resolved | Apr 13, 2017 |
Updated | Apr 27, 2018 |