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Instead make the output VelocityPrevScreenPosition interpolant INVARIANT which is a better match for the other approaches to INVARIANT in the shader code. Initially the USE_WPO_PRECISE code was added for DXBC only, to prevent mismatch between depth and base pass. This type of error was later more widely fixed by 19392831. This fix led to another need for USE_WPO_PRECISE. That came from the output position now being (correctly) INVARIANT but the output VelocityPrevScreenPosition didn't have INVARIANT. This could lead to very different calculations between current and previous position and therefore incorrect velocity vectors. #preflight 62755e8be31cfc52d5c5d21d [CL 20080347 by Jeremy Moore in ue5-main branch]