Buffer visualizations rendered in HDR through the high res screenshot tool or sequencer using DX12 and r.postprocessingcolorformat 1 will result in renders that only capture the first row of pixels.
RESULT
The base screenshot renders correctly, but all buffer visualizations are just the first row of pixels repeated.
EXPECTED
The buffer visualizations should match their in-editor appearance. Using the high res screenshot tool without r.postprocessingcolorformat 1 will give the correct results as well.
NOTE
This effects sequences rendered with custom render passes in HDR as well.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-77363 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.22, 4.23 |
Target Fix | 4.23 |
Created | Jul 16, 2019 |
---|---|
Resolved | Aug 12, 2019 |
Updated | Feb 12, 2020 |