Sampled Pixels from Render Target Being Clamped in Package Build
Hello, using Unreal Engine to make a VR project and in the VR Preview everything is working as expected, but my RTF RGBA16f render target which I am using to encode local position data in the pixels (which can be negative or greater than 1.0) are being clamped when sampled on the package build to 0-1; but not in the VR Preview or PIE modes. It seems like there's some subtle difference between Directx12 and Vulkan regarding the texture formats? What can be done to resolve the issue? It's pretty important and would be a massive inconvenience to refactor things to be normalized in a 0-1 range. It is preferable to be able to preserve and sample the raw values as originally encoded.492Views0likes0CommentsScene Capture 2D no longer working in 4.27
I recently updated my project from 4.26 to 4.27 and now I cannot get any of my scene capture 2d components to capture a scene to a render target. I tried all the usual suspects including turning off/on multi-view, trying different rendering methods: ES3.1 and Vulkan with no luck. Has anyone else had success with doing any sort of Scene capture on the Quest with 4.27? My capture settings are identical to my 4.26 project, but capturing LDR scene with a few actors in the visibility list simply isn't working in 4.27 Any help? anyone else scene capturing in 4.27?6.5KViews0likes4Comments