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mirror of https://github.com/izzy2lost/UnrealEngineUWP.git synced 2026-03-26 18:15:20 -07:00
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eaee3dddb365a673402a850d760d103fe93c6b0e
UnrealEngineUWP/Engine/Source/Runtime/Renderer
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graham wihlidal 01dcfe3cdd Fixed crash in SingleLayerWaterRendering where SelectedForwardDirectionalLightProxy is null due to a debug mode short circuiting some initialization code
#rb trivial
#preflight skip

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 19630909 via CL 19632193 via CL 19634309
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19636809 by graham wihlidal in ue5-main branch]
2022-04-05 20:20:25 -04:00
..
Private
Fixed crash in SingleLayerWaterRendering where SelectedForwardDirectionalLightProxy is null due to a debug mode short circuiting some initialization code
2022-04-05 20:20:25 -04:00
Public
Implemented a GPU Scene API for primitives explicitly enabling/disabling WPO support driven by events. This will be important for disabling WPO overhead in Nanite and other systems when unnecessary. The material system MayModifyMeshPosition hints are insufficient when using an MICD with static params that ultimately disable WPO, but the material system still reports WPO usage. This hint can also be used in new LOD systems to disable expensive features like WPO in the distance, but without doing a full shader switch. Nanite now supports a debug view that shows WPO off (red) and on (green) for meshes in the scene (r.Nanite.Visualize EvaluateWPO).
2022-03-30 19:41:19 -04:00
Renderer.Build.cs
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