Material with RenderTarget2D is buggy in fullscreen
I have this material:
In windowed mode the material looks like this:
But in fullscreen the material looks like this:
You see there is a big black area and the texture itself is smaller. I can switch between fullscreen and windowed with alt+enter and the material switches between working and buggy.
This bug only happens if a RenderTarget2D is used as texture in the material, if I use a regular Texture2D I don't get the bug.
asked Apr 22 '15 at 09:39 PM in Bug Reports
Hey John Alcatraz,
Thank you for the clear reproducible steps. I was able to confirm what you are seeing in the engine version you are using. I went to test this in our main branch and it appears a fix was implemented which resolves the issue. I attempted to hunt through our bug reports to find a potential candidate for this issue, but was unable to find one that related exactly. There were a good few fixes implemented in our main build which dealt with SceneCapture2d and RenderTarget components rendering in fullscreen standalone however, so I can assume one of these fixes handled your issue as well.
If you would like to see the fix a bit earlier, you can go onto GitHub later today, which should be updated tomorrow at the latest, and grab our latest promoted build. Keep in mind promoted builds are not our release builds so they can be unstable, but the fix should be integrated within that engine build. We will begin releasing preview builds to the public for 4.8 in the upcoming weeks, so if you do not mind waiting a little for this bug fix to be released to a binary version that will be upcoming in the future.
answered Apr 23 '15 at 07:20 PM
I understand your concern and will be sure to communicate it forward. I have updated the bug report with the new information as far as the differences between setting the fullscreen mode and its overall outcome. Thank you for remaining patient while this bug was being tested. Here is the official bug report for the issue UE-16411.
When I receive an update pertaining to the fix being implemented into a build, I will let you know. As I am sure you also know you can find these updates in our Release Notes on our Forums whenever we release a public build as well.
answered Jun 01 '15 at 03:18 PM
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