SetMaterialUsage is godd logic to prevent redundant shader code.
but It has some problem.
for Example
- Material Amat is using some SkeletalMesh.
- Amat->SetMaterialUsage(MATUSAGE_SkeletalMesh)
- Amat makes shader codes for gpuskinning Vertex Factory.
- Amat is replced by Bmat, So Amat is not using for skeletalmesh no longer.
- Amat is using by a staticmesh.
- But Amat has shader codes for gpuskinning Vertex Factory.
Same situation is can be occur,
ParticleSprite,
BealTrail,
SplineMesh…
Is it Right?
And Is it Considered?
thanks