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Use an RGBA32f render target for depth capture because UE 5.7 Vulkan cannot convert VK_FORMAT_R32_SFLOAT through the FLinearColor readback path. Preserve the one-float-per-pixel consumer API by extracting depth from the R channel, and cover both declared and actual pixel formats in camera tests.
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Summary
R32ftoRGBA32fRenderTargetFormatand the actualEPixelFormatProblem
On UE 5.7's Vulkan backend, URLab depth capture allocates
PF_R32_FLOATand reads it throughReadSurfaceData(..., TArray<FLinearColor>, ...).VulkanRenderTarget.cppdoes not implementVK_FORMAT_R32_SFLOATconversion in that path and asserts:This crashes the editor when a depth frame is read back on Vulkan.
Fix
Use
RTF_RGBA32f/PF_A32B32G32R32F, which UE 5.7 Vulkan supports in theFLinearColorreadback path. URLab still extracts only.R, so the ZMQ/SHM andConsumeFloatPixels()contracts remain one float32 depth value per pixel.Trade-off: the internal depth render target consumes 4× the GPU memory and copy bandwidth of R32f. The external frame format is unchanged.
Validation
URLab.Camera.DepthMode_ConfiguresSceneDepthFloatpassesEnvironment: UE 5.7.4, clang 20.1.8, NVIDIA driver 580.178.04.