SSAO Freezes with Custom Depth Pass

Hi, after upgrading to 4.15 we have a terrible issue with SSAO and Custom Depth.
We use it in Stencil mode to highlight objects and screen effects, we can’t absolutely disable it and we don’t want to avoid SSAO in our game.

The bug appears in our game with custom depth-stencil pass enabled with stencil and SSAO enabled in an unbound postprocess.
We have a world composited map with 25 tiles.
Dynamic directional lighting, stationary skylight.
Lightmaps in some sub-levels.
SSAO on unbound postprocess.
Foliage with dynamic shadows.
Highlight on pickable objects

If you need more info I will be glad to give them to you!

Hey ginwakeup,

there seems to be quite a lot going on in your scene and it is a bit impractical for us to test with so many variables at play. Would you mind narrowing this down a bit by seeing if you can reproduce this from scratch in a new map.

If that isn’t possible you can trim any unnecessary content that doesn’t influence the bug from your scene (make a copy first!) and narrow down what is actually contributing.

I ran a quick test but was unable to reproduce the issue and this information would really help in the investigation.

!

Ed

Hi Ed, yes we still experience this issue. Honestly I don’t have the time to create another project and add pieces to understand where the bug is. Our project is an open world with thousands of elements and this is issue is a low rendering issue, I don’t think is due to our pipeline.

If you want to save time we are willing to look at sample projects that reproduce the issue. My suggestion would be to remove anything unnecessary from the project you don’t want us to look at and send us the map that has the SSAO issues.

You can pm me on the forums if you need privacy: https://forums.unrealengine.com/member.php?484739-Ed-Burgess