OcclusionQueries

Occlusion culling (the one done with r.AllowOcclusionQueries 1) draws objects that should be visible only in RVT draws, not in main ones. This happens because FPrimitiveSceneProxy::FPrimitiveSceneProxy checks ERuntimeVirtualTextureMainPassType::Never and Always, but not Exclusive.

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Steps to Reproduce
Open the renderdoc capture (or open TestScene and launcha new renderdoc capture). Select drawCall EID 853 (the only drawcall in GroupedQueries in BeginOcclusionTests). Select the output SceneDepthZ buffer, enable Overlay “hightlight Drawcall”. Observe 3 boxes. The box on the right shouldn’t be tested. I don’t know what the box in the center is.

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Hello,

Thank you for reaching out.

I’ve been assigned this ticket, and we will be looking into these occlusion queries for you.

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Hello,

Thank you for reporting this. I can confirm this issue can be reproduced as described in the latest CL, and will open a bug report.

We will send you a public tracker link once it is available.

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Hello,

We have opened the bug report. Here is the public tracker:

https://issues.unrealengine.com/issue/UE\-366909

The tracker will be visible after it is approved internally at Epic Games and is publicly accessible.

If you have any further questions, please let us know.

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