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NA_DS
Explorer
9 months ago

Tonemap Subpass stopped working in builds - UE5.4.3, Meta fork 69.0

Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. 

[/Script/Engine.RendererSettings]
r.Mobile.TonemapSubpass=1
r.Mobile.ShadingPath=0
r.Mobile.SupportGPUScene=True
r.Mobile.AntiAliasing=3
r.Mobile.FloatPrecisionMode=0
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.VirtualTextures=True
r.DiscardUnusedQuality=False
r.Shaders.CompressionFormat=2
r.AllowOcclusionQueries=False
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.VirtualTextures=True
r.VT.EnableAutoImport=False
r.VirtualTexturedLightmaps=False
r.VT.AnisotropicFiltering=False
bEnableVirtualTextureOpacityMask=False
r.VT.TileSize=128
r.VT.TileBorderSize=4
r.vt.FeedbackFactor=16
WorkingColorSpaceChoice=sRGB
RedChromaticityCoordinate=(X=0.640000,Y=0.330000)
GreenChromaticityCoordinate=(X=0.300000,Y=0.600000)
BlueChromaticityCoordinate=(X=0.150000,Y=0.060000)
WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000)
r.ClearCoatNormal=False
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.Lumen.HardwareRayTracing=False
r.Lumen.HardwareRayTracing.LightingMode=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.RayTracing=False
r.RayTracing.Shadows=False
r.RayTracing.Skylight=False
r.RayTracing.UseTextureLod=False
r.PathTracing=True
r.GenerateMeshDistanceFields=False
r.DistanceFields.DefaultVoxelDensity=0.200000
r.Nanite.ProjectEnabled=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.SeparateTranslucency=False
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
vr.VRS.HMDFixedFoveationLevel=1
vr.VRS.HMDFixedFoveationDynamic=False
r.CustomDepth=0
r.CustomDepthTemporalAAJitter=False
r.PostProcessing.PropagateAlpha=2
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.Bias=1.000000
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.AntiAliasingMethod=3
r.MSAACount=4
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.Shadow.CSMCaching=False
r.DBuffer=True
r.ClearSceneMethod=1
r.VelocityOutputPass=1
r.Velocity.EnableVertexDeformation=2
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=False
vr.PixelDensity=0.8
r.MobileHDR=False
vr.MobileMultiView=True
r.Mobile.UseHWsRGBEncoding=True
vr.RoundRobinOcclusion=True
vr.SupportMobileSpaceWarp=True
r.Mobile.Oculus.SpaceWarp.Enable=True
r.MeshStreaming=False
r.HeterogeneousVolumes=False
r.WireframeCullThreshold=5.000000
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportSkyAtmosphere=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.SupportCloudShadowOnForwardLitTranslucent=False
r.Shadow.TranslucentPerObject.ProjectEnabled=False
r.Water.SingleLayerWater.SupportCloudShadow=False
r.Strata=False
r.Strata.BytesPerPixel=80
r.Strata.OpaqueMaterialRoughRefraction=False
r.Strata.Debug.AdvancedVisualizationShaders=False
r.Material.RoughDiffuse=False
r.Material.EnergyConservation=False
r.OIT.SortedPixels=False
r.SkinCache.CompileShaders=False
r.SkinCache.SkipCompilingGPUSkinVF=False
r.SkinCache.DefaultBehavior=1
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.Forward.EnableLocalLights=True
r.Mobile.Forward.EnableClusteredReflections=False
r.Mobile.EnableNoPrecomputedLightingCSMShader=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.Mobile.EnableMovableSpotlightsShadow=False
r.GPUSkin.Support16BitBoneIndex=False
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.Mobile.AmbientOcclusion=False
r.GPUSkin.UnlimitedBoneInfluences=False
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256)))
r.Mobile.PlanarReflectionMode=0
r.Mobile.SupportsGen4TAA=True
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
r.PPM_DefaultCalibrationColor
r.XRSoftOcclusionsPermutation=True
xr.VRS.DynamicFoveation=False
r.Streaming.PoolSize=3000
r.MeshDrawCommands.DynamicInstancing=1

 

1 Reply

  • Accidently posted this twice, Sorry. Any moderators/MVP around to remove?