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=1978Views0likes4CommentsTonemap 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=1506Views1like1Comment[GO] After compiling, project does not start in headset (black screen)
I'm following this quick start guide: https://www.elarasystems.com/deploy-ue4-oculusgo/ Which worked fine and I was able to see the demo scene in the Go. I did a few basic changes to the scene a few days later and tried running it in the headset with no such luck. I'm 99% sure there were no project setting changes or anything besides changes within the editor scene. The concerning line I'm getting when it finishes packaging is: LogPlayLevel: Warning: Activity not started because the current activity is being kept for the user. I'm not sure what this warning means or why it won't show my UE4 scene now. Any help is appreciated! UE4: 4.20.3 Logs: Attached4.5KViews0likes7Comments