This appears to be caused by the colour format. It only occurs when the scene format has an alpha channel. FloatRGB (format 3) doesn’t exhibit these issues. Unfortunately, format 4 is the default for Epic and Cinematic engine scalability.
1. Create two spheres
2. Create a material using the eye shading model
3. Add a 1,0,0 emissive to it
4. Apply it to a sphere
5. Create another material, set it to use the default lit model
6. Add a 1,0,0 emissive to it
7. Apply it to the other sphere
8. r.SceneColorFormat 4
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-211570 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.3.2 |
Target Fix | 5.5 |
Created | Apr 5, 2024 |
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Resolved | Apr 8, 2024 |
Updated | Jun 5, 2024 |