Scenecapturecomponent 2D auto activate broken in 4.7

In my level I have alot of SceneCaputureComponents 2D, but in 4.6.1 they were all turned off with Auto Activate disabled, but in 4.7 unchecking Auto Activate does not turn them off like it did in 4.6.1. Is this the it is supposed to be, or do I have to use Visibility to turn the components off?

Hello Number47,

I just attempted to reproduce what you are reporting, but with no luck. I created a blank Third Person Blueprint project and added three separate ‘SceneCapture2D’ components. Within the details panel I made sure to uncheck ‘Auto Activate.’

Save and close the project. Then re-open it within 4.7.1 by using the “convert-in-place” option. I clicked on each of my ‘SceneCapture2D’ actors and the ‘Auto Activate’ options were still unchecked. Is there anything specific about these actors or the way in which you are communicating with them within the editor that would cause my results to differ from the ones you are reporting?

Cheers,

Hi Andrew, thanks for you reply,

The way I have it setup is that I have 30 surveillance cameras (Blueprint with static mesh components and a scenecapture component 2d) in my level, and each surveillance have a SceeCapture component, but with 30 of the performance is really bad.

So in 4.6.1 I set Auto Activate off, which improved performance, and through blueprint I only turn on the Scenecapturecomponents I need (by checking Auto Activate) and then turn them off again (by unchecking Auto Activate), when I don’t need them anymore.

In 4.7 the Auto Activate were unchecked after convert in place, but the performance was extremely slow, so unchecking of Auto Activate does not turn the SceneCapture component off. I have just tested it again, so now I use visiblity to turn them off for performance.

So my conclusion is that in 4.6.1 you could make the SceneCaptureComponent 2D not render to target by unchecking Auto Activate, but that has changed in 4.7.1. If you want I can send images or export my blueprint for you to play with.

Hey Number47,

Thank you for the detailed description of the issue. Hopefully your workaround helps with the performance in the same way ‘Auto-Activate’ did. I will be back in tomorrow to test further, and if there is any additional information to be derived for this issue.

Cheers,

Hey Number47,

I wanted to mention, even though the bug is with the changing of the Auto-Activation, you could manually use the ‘activate’ or ‘deactivate’ node within blueprints to turn off the unused SceneCapture components.

You would want to set up something that would check to see if SceneCapture component is being used, and if not, set it to deactivate. I have not tested this personally, but hopefully the entire functionality of the activation usage has not been discarded.

Cheers,