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" - Rendering - Unreal Engine Forums), 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?