Hello, I’ve been trying to allow translucent materials to be reflected by SSR without using Temporal AA. I’ve figured out how to accomplish this by moving one line of code in the renderer.
RenderDeferredReflections(RHICmdList, DynamicBentNormalAO, VelocityRT);
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp#L1102
Down to after the translucent materials have rendered, for example to this position:
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp#L1199
Also moving the TRefCountPtr<IPooledRenderTarget> DynamicBentNormalAO;
out of the scope so it is accessible down below.
Since this seemed like a pretty obvious thing to do, is there any reason why the developers chose not to do so?
Thanks in advance.