4.11 added a new feature: “SelectiveBasePassOutputs” (listed under Project Settings: Rendering: Optimizations: Selectively output to the GBuffer rendertargets)
What does it actually do? For one thing I’m getting some lighting bugs with it (Lighting messed up in UE 4.11.2 when setting "SelectiveBasePassOutputs" - UE4 AnswerHub), but I’m wondering what the caveats are of when you would use it vs not use it?
In the code it all seems to be around rendering velocities. A lot of the code has checks for whether the lighting is completely static or not, and I think there must be a bug in one of them that is causing my lighting issue.
I have it turned off now to work around it, but I’m wondering what I’m missing out on?