问题描述:
UE5 PC上想切Android Vulkan,发现切不过去,点了没反应,还是SM5。
UEditorPerProjectUserSettings的配置里已经加了
PreviewFeatureLevel=1 PreviewShaderFormatName=SF_VULKAN_ES31_ANDROID bPreviewFeatureLevelActive=True bAllowSelectTranslucent=False PreviewPlatformName=Android
跟Code排查。
UE在决定SceneRender的时候,创建DeferredScene还是MobileScene是通过FeatureLevel决定的,而这个信息记录在
SavedConfigWindowsEditorEditorPerProjectUserSettings.ini PreviewFeatureLevel
注意UE4 不区分Windows和WindowsEditor,UE5区分,第一个坑。
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LoadMap的时候,用若干个参数序列化一个CommandLine,里面会有FeatureLevel,决定加载场景的时候用
FString LoadCommand = FString::Printf(TEXT("MAP LOAD FILE="%s" TEMPLATE=%d SHOWPROGRESS=%d FEATURELEVEL=%d"), *Filename, LoadAsTemplate, bShowProgress, (int32)GEditor->DefaultWorldFeatureLevel); const bool bResult = GEditor->Exec( NULL, *LoadCommand );
第二个坑,UE5的 UEditorPerProjectUserSettings 类里多了 bPreviewFeatureLevelWasDefault 这个配置。默认是true,并且在初始化UEditorPerProjectUserSettings配置的时候,回去检查,如果是True的话,FeatureLevel强制用最高的。这也导致了PC上ES3_1不生效,切不过去。
if (bPreviewFeatureLevelWasDefault || PreviewFeatureLevel > GMaxRHIFeatureLevel) { PreviewFeatureLevel = GMaxRHIFeatureLevel; PreviewShaderFormatName = NAME_None; bPreviewFeatureLevelActive = false; bPreviewFeatureLevelWasDefault = true; PreviewDeviceProfileName = NAME_None; }
第三个坑,在SetPreviewPlatform 函数的时候,UE默认如果开了光追强制使用SM5,这个地方要自己改一下
if (IsRayTracingEnabled()) { if (PreviewPlatform.PreviewFeatureLevel < ERHIFeatureLevel::SM5) { UE_LOG(LogEditor, Warning, TEXT("Preview feature level is incompatible with ray tracing, defaulting to Shader Model 5")); PreviewPlatform.PreviewFeatureLevel = ERHIFeatureLevel::SM5; } return; }
改完之后,就能看到小机器人了
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