Slate Post Buffers and nDisplay

Does anyone know if Slate Post Buffers work when using nDisplay in a project? Whenever I launch my project in nDisplay, only solid black is drawn from the buffers in the UI. Is there a way to fix this?

Welcome to the community @FlatCabinet3858

I believe that nDisplay does the rendering of viewports and back buffers differently compared to a standard single display which is the cause of the Slate Post Buffers being rendered as a solid black.

To assist you further, could you provide the following information?

  • What version of Unreal are you running?

  • How do you bind/capture the Slate Post Buffer in your UI or C++/Blueprint code?

  • Do you run nDisplay across multiple cluster nodes or are you trying to run the test on a single machine?

Meanwhile I’d suggest that you check if the issue occurs when launching in Switchboard vs standalone/editor preview.
Sometimes frame synch or cluster rendering causes certain slate UI backbuffers to not be captured properly

Also if you’re using any custom UI materials or post-processing for slate elements make sure to check your blend modes/material domains just in case.

Let me know those extra details once you can and we can test a few possible solutions together!