bRenderInMainPass of skeletalMesh doesn't work on mobile. Even if bRenderInMainPass is set to false, SkeletalMesh will be drawn on MainPass on mobile.
Licensee has shared the following correction code to us.
MobileBasePassRendering.cpp
void FMobileSceneRenderer::RenderMobileBasePass(FRHICommandListImmediate& RHICmdList, const TArrayView<const FViewInfo*> PassViews) { ... for (const FMeshBatchAndRelevance& MeshBatchAndRelevance : View.DynamicMeshElements) { // add MeshBatchAndRelevance.GetRenderInMainPass() if ((MeshBatchAndRelevance.GetHasOpaqueOrMaskedMaterial() || ViewFamily.EngineShowFlags.Wireframe) && MeshBatchAndRelevance.GetRenderInMainPass() ) { ... }
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59077 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.19 |
Target Fix | 4.21 |
Created | May 14, 2018 |
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Resolved | Sep 3, 2018 |
Updated | Sep 16, 2019 |