Use SceneCaptureComponent2D to capture scene depth with Render in Mian Renderer on will cause some problem

Hello,

You are correct, GBuffer Resolution = Final Resolution * ScreenPercentage.

For post processing, the SceneColor (SceneColorSlice) sizes can vary depending on the ordering of the pass.

Please see the “Post Process Material after Temporal Upscale” section in this documentation page:

https://dev.epicgames.com/documentation/en\-us/unreal\-engine/screen\-percentage\-with\-temporal\-upscale\-in\-unreal\-engine\#postprocessmaterialaftertemporalupsample

Additionally you can look at AddPostProcessingPasses() in PostProcessing.cpp.

Shaders running in the prior to upscaling, such as the Base Pass shaders, can use the values in ViewUniformBuffer directly without accounting for ScreenPercentage.

The error is very likely the same error affecting your Scene Capture pass. However, consider the render target resolution of the Scene Capture in this case.

We are not able to offer more specific advice since your test project does not show how you are using a Scene Capture Component.

Please let us know if this helps.