What factors in the static mesh renderer work differently only in the shipping build?

Hi guys.

I have been implementing to show different color materials of the static mesh object between the “viewport” and “PIP image” as shown in the figure I attached. From Development build to Test build, they worked great!
But only in the shipping build does not work (not showing the static mesh in PIP) .
(Where “PIP Image” takes the render target of the “scene capture component”)

Let me briefly describe how I implement it.
(a) To change the red color to green, I created a new primitive component for green color material as a child component of the static mesh actor.
i.e. every actor has two materials, main material (red color) and camera

(b) I then set the scene capture component to PRM_UseShowOnlyList and put the primitive components I created into ShowOnlyComponents . material (green color).

The implemented code followed UnrealCV way, it is exact what I want to do btw.

So far, I have confirmed through debugging,

  1. CreateSceneProxy() for green color material is called correctly every single tick.
  2. GetDrawElement() is only called when the green color material is about to be initialized.
  3. The green color material does not pass into the render thread.

I want to see the green color on my PIP Image in the shipping builds.

Are you sure unrealcv doesnt rely on editor only function?

In its build file it uses unrealEd (editor only functions). These functions are stripped out in the shipping builds.

I’m not sure it supports the shipping build.
I just check out It only uses UnrealEd when it builds the editor version.