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.
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…
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