Description

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() )
{

...

}

 

Steps to Reproduce
  1. Put SK_Mannequin on  level
  2. Set the skeletal mesh component's RenderInMainPass to false
  3. Build and check package on Mobile
  4. SK_Mannequin render on MainPass

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59077 in the post.

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Fixed
ComponentUE - Platform - Mobile
Affects Versions4.19
Target Fix4.21
Fix Commit4339460
Main Commit4356719
Release Commit4399518
CreatedMay 14, 2018
ResolvedSep 3, 2018
UpdatedSep 16, 2019
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