Question/Issue with MF_QualitySwitch

Hello, today I was messing around with optimization on lower end devices with the MF_QualitySwitch for material attributes

It seems to be working as intended in the editor, on every preview platform and also works correctly on mobile devices and DX11 on PC.

The reason I’m making this, is to possibly report on an issue, this function doesn’t seem to be working on DX12 in game, it works in the editor but not in-game.

Here’s my material for debug purposes:

Here’s how it looks in the Editor (Epic + Low on all platforms/shading models)

Here’s how it looks with Epic + Low on DX12 PC, which is not working as intended

And lastly, here’s how it looks with Epic + Low on DX11 PC which is working as intended

So tl;dr, quality switch works on dx11 pc but not dx12.

Thank you for your time, I hope I can get a response from a dev about this, in case I’m doing something wrong or its actually a bug.

Awesome, and thank you for flagging for this. Have you submitted the bug here: Report a Bug - Unreal Engine?

Take this for what it is worth as I’ve never attempted to use MF_QualitySwitch admittedly; Do you think maybe the game client is reporting High/Epic to MF_QualitySwitch regardless of graphics settings when using DX12? Would surely consider that unexpected behavior if that is the case.

That seems to be the case from what I’ve tested. No matter what setting you choose in-game from Low to Epic with DX12, oddly enough it seems to default to the Epic setting in the Quality Switch…

Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!
For more information, such as how to get the reference ID, please check out the article here: Using the Creative and UEFN Bug Reporting Form

Of course! But I don’t seem to be able to post images in it, should I add imgur links instead? Or reference this post?