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Setting ForceAllRayTracingEffects=0 is expected to work as if all ray tracing effects (including r.RayTracing.Shadows) were set to 0 and none of the lights should use ray tracing. When ray tracing pipeline is being initialized in FDeferredShadingSceneRenderer::SetupRayTracingPipelineStates(), the required ray generation shaders are not added by PrepareRayTracingShadows() because it only checks the global RT shadow setting, but not per-light override. This can lead to ray tracing pipeline not getting initialized because the code believes that there are no active RT effects, which leads to a crash later during light rendering. This change makes the per-light RT shadow state determination respect the global override. #rb ... #jira UE-150546 #preflight 626ae72ea5009ff191c484e3 #ROBOMERGE-AUTHOR: yuriy.odonnell #ROBOMERGE-SOURCE: CL 19969043 in //UE5/Release-5.0/... via CL 19970708 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) [CL 19973323 by yuriy odonnell in ue5-main branch]