Does not work in mobile preview or when setting the rendering feature level to “Mobile/HTML5”. We only get a black screen. This is on OSX. Normal feature level works just fine. This is important for material optimization on mobile.
I tested the ShowFlag command in the Third Person Template project and everything appeared green when ShaderComplexity was set to 1. Can you confirm this in a new project or does the screen still appear black for you? Additionally are you seeing this in edit mode or while in Play in Editor or both?
We’ve not heard back from you in a few days. Were you able to test the ShowFlag.ShaderComplexity issue in a new project? Let us know if you’re still having any issues with using the ShaderComplexity setting.
Open this project, then open the “ReflectionVectorTesting” level. Drop down the “Settings” in the toolbar and select Preview Rendering Level | Mobile / HTML 5 . Then press ~ and execute ShowFlags.ShaderComplexity 1.
Screen will turn black. This is the same on device also.
Using the project that you sent I did see the same behavior however I was not able to reproduce it on a new project. Was there anything you changed in the project you submitted other than create it and change the preview render level before entering the console command?
Additionally I found that in removing/deleting the DefaultEngine.ini file from the project’s config folder will cause the project to behave as expected and display either red or green. Let me know if doing so has the same effect for you as well.
Okay so I renamed the defaultengine.ini and relauched. It went to a default engine scene, on which the command does work. I checked the ReflectionVectorTesting scene and it is still all black.
I diffed the two versions of the defaultengine.ini file and there is little different, apart from the editor start up level:
This issue is reproducible on a Mac, but also seems to be fixed in an internal branch of the engine. I am not certain if the fix has made it through testing in time for release in 4.8, if not it will be in the next available engine release.