In PC ,RHICreateTargetableShaderResource2D will create SeparateTarget and ShaderResource, and after basepass resolve depth from TargetableTexture to ShaderResourceTexture.
But in mobile preview, it does not resolve depth.So the ShaderResourceTexture is empty.
1.Create a PostprocessMaterial
2.Add a SceneDepth Node, out put as color
3.Set the PostprocessMaterial to PostprocessVolume.
4.Change to Mobile Preview
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64245 in the post.
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Component | UE - Platform - Mobile |
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Affects Versions | 4.20.3 |
Target Fix | 4.21 |
Created | Sep 19, 2018 |
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Resolved | Oct 16, 2018 |
Updated | Sep 16, 2019 |