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Reallocating scene render target constantly. Why?

When I load into a level my materials are constantly resizing(?) and losing occlusion and such for a frame. This happens before any widgets are loaded or anything is run (there is a delay for everything setup). You can cruise around in the spectator pawn with the textures freaking out!

  • I have only seen this happen in shipping and development builds (never in editor, not tried in debug)

  • Have seen it on multiple computers with different hardware

  • This will always happen the first time the level loads and 90% of the times the level is loaded afterwards

  • I have not seen this in other levels using the same materials and textures

My log shows this every 2 or 3 frames and it will continue indefinitely:

 [2016.09.03-04.53.26:815][966]LogRenderer: Reallocating scene render targets to support 1284x724 (Frame:1972).
 [2016.09.03-04.53.26:850][967]LogRenderer: Reallocating scene render targets to support 2048x2048 (Frame:1972).
 [2016.09.03-04.53.26:949][968]LogRenderer: Reallocating scene render targets to support 1284x724 (Frame:1974).
 [2016.09.03-04.53.26:978][969]LogRenderer: Reallocating scene render targets to support 2048x2048 (Frame:1974).
 [2016.09.03-04.53.27:063][970]LogRenderer: Reallocating scene render targets to support 1284x724 (Frame:1976).
 [2016.09.03-04.53.27:100][971]LogRenderer: Reallocating scene render targets to support 2048x2048 (Frame:1976).
 [2016.09.03-04.53.27:136][972]LogRenderer: Reallocating scene render targets to support 1284x724 (Frame:1978).
 [2016.09.03-04.53.27:188][973]LogRenderer: Reallocating scene render targets to support 2048x2048 (Frame:1978).
 [2016.09.03-04.53.27:269][974]LogRenderer: Reallocating scene render targets to support 1284x724 (Frame:1980).
 [2016.09.03-04.53.27:301][975]LogRenderer: Reallocating scene render targets to support 2048x2048 (Frame:1980).


Small example video:

https://youtu.be/bI1HHekRbwM

Any ideas on what could be causing this? Any more information I could provide here?

Product Version: UE 4.12
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asked Sep 04 '16 at 12:04 AM in Rendering

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Burnrate
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avatar image Institute Games Dec 27 '18 at 09:12 PM

Still seeing this in UE4.21

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2 answers: sort voted first

Hey Burnrate,

While testing I noticed this issue didn't occur in 4.13 so it has been resolved already.While this is an issue in 4.12.5 a bug report wont be necessary. The only known work around if you want to stay in 4.12.5 is to lower the render target size below 700 x 700 in the screenshot I have it set to 512 x 512. alt text

Hope that helps,

Ed Burgess

fixsettings.jpg (186.1 kB)
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answered Sep 09 '16 at 05:38 PM

avatar image Burnrate Sep 10 '16 at 02:26 PM

Thanks immensely :)

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Hi Burnrate,

That message will pop up if you have two or more 2d scene captures drawing to the same render target. The flickering is caused by it swapping between the two visual inputs as it can't decide which one to draw. Check your map and make sure you only have 1 2d scene capture drawing to a render target at a time.

Hope that helps,

Ed Burgess

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answered Sep 08 '16 at 05:27 PM

avatar image Burnrate Sep 08 '16 at 07:37 PM

Hi Ed,

Thanks for the reply.

There are no capture components in the level but one is a component of an actor spawned by the game state on begin play (I have also tried placing the actor in the level instead of spawning it). This has a texture target set that is used by a material which is placed in several different widgets.

The actor with the capture component is spawned only on the server and replicated (am using listen server). I have tried disabling replication as well. The capture component is also set to capture every frame (if not it shows nothing).

Do the multiple uses of the material with the render target as a texture cause this conflict? Can a widget size cause the 1284x724 numbers (the render target is set to 2048x2048)? Could the replication be causing the problem?

If I remove the component completely is goes away but I am trying to use the capture to show a live image in the widgets. I have also tried to disable/enable replication on that component in the constructor of the actor (no change).

Any ideas?

Thanks!

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