I’m sorry if this question doesn’t quite fit this section, but I’m having trouble using the RHI API to call SetGraphicsPipelineState
on the render thread in Unreal Engine 4.18.3.
Specifically, I’m setting the DepthStencilState
like this:
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_Less>::GetRHI();
However, this triggers an assertion failure during project startup in ValidateExclusiveDepthStencilAccess
inside D3D11Commands.cpp
,at the line ensure(CurrentDepthTexture)
. If I change the true
in the TStaticDepthStencilState
to false
, the assertion no longer occurs. So I suspect the issue is related to how CurrentDepthTexture
is managed in my custom rendering flow.
My goal is to make this custom rendering process part of my CustomMeshComponent , so I’m enqueueing render commands inside the GetDynamicMeshElements
function of my CustomSceneProxy using ENQUEUE_RENDER_COMMAND
. However, I haven’t explicitly set up a render target.
Does anyone know how I should correctly structure this rendering process if I want the mesh to render in real time into the scene? And how should I properly configure the render target in this case?
Any insights or guidance would be greatly appreciated. Thanks in advance!