Renderdoc cant capture or capture wrong gles

Hi,

After updating to UE5.5, we encountered several issues when capturing frames with RenderDoc:

1、When launching the game via RenderDoc, the RenderDoc overlay initially appears in the top-left corner of the screen, but shortly after, a duplicate overlay appears in the bottom-left corner. We suspect this is caused by the r.Vulkan.PreTransform CVar introduced after UE5.5, as disabling it results in only the top-left overlay remaining. How can I avoid this issue?

2、Occasionally, clicking the capture button triggers no response. Has your team encountered this issue? Are there any known solutions?

3、Sometimes, the frame capture succeeds but returns an empty, entirely black frame. Strangely, while our project uses the Vulkan API, but RenderDoc shows both “Active Vulkan” and “Active OpenGL ES” simultaneously. Occasionally, the captured frame switches to an OpenGL ES window, resulting in an empty, completely black frame. Can anyone know why?

Thanks.

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Hello,

Would it be possible for you to share some more information about the device you are running this on? I assume this is an Android device? What is the make and model, if you can share that.

Also, can you reproduce these issues on another device, like an Android phone? Or does this issue only happen on this specific device?

If the issue is reproducible on other devices, it would be ideal if you could create a minimal reproduction project and upload it here. Or provide simple reproduction steps from a blank template project.

The screenshot you’re showing shows the Unreal Engine boot logo. Does the application actually get any further than this and load the startup map eventually? Or does it stay stuck on the boot screen? It may be that RenderDoc can’t properly capture because the rendering context hasn’t properly been initialized yet, or no frames are rendering.

Have you tried disabling either OpenGL or Vulkan support in the Android section of your project settings:

[Image Removed]Regards,

Lance