0 to allow a readonly base pass, which skips an MSAA depth resolve, and allows masked materials to get EarlyZ (writing to depth while doing clip() disables EarlyZ) (default1 to force depth writes in the base pass. Useful for debugging when the prepass and base pass don't match what they render.
Usage
r.BasePassWriteDepthEvenWithFullPrepass [value]
Set via the console (~) or in DefaultEngine.ini / DefaultGame.ini.