Is there a detailed technical breakdown of the flow through the UE4 renderer path?

Hi all,

For educational purposes I’ve been going through the rendering code in UE4 a bit, trying to figure out the entire
pipeline from static-mesh and material-graph to final rendered image.

Main goal is to get an idea of the work involved in a modern-day renderer. My main experience is with the old-style
forward rendering path (enable shader, submit mesh, repeat) and I’d like to learn more about how it’s done nowadays.
A lot of tutorials are either way too basic or focus on just a single small feature of a rendering API or some effect. It’d
be very interesting for me to see the overall architecture and flow of data.

It’s going quite okay, but it’s a lot of code to sift through really. I try to read through it, go through the call-
stacks, etc. Sometimes I have the problem though that I lose track of the calls due to function pointers, macros
or templates that basically hide what’s actually being called.

So I was wondering if anybody knows if there’s a detailed breakdown of this flow to help me with this. Any
diagrams or component-by-component step-through or such would be great.