UPDATE: This is primarily due to the fact that it runs as Fullyrough on Mobile as long as a Constant 1 value was feed. Also on Mobile the FullyRough shading looks like simply remove all Highlights/Reflection instead of respecting the rule of Energy Conservation. Here has a Bug related
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But still there's quite a difference between the two platform, I will rise another ticket for the issue there.
UDN
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Unzip the folder attached into Content folder of 4.26 engine and open the map inside.
Switch between Mobile/ES3.1 and PC/SM5, see the difference.
The reflection looks much darker on mobile preview vs pc
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Status update on UE-21075 and UE-20622?
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-106218 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Created | Jan 13, 2021 |
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Resolved | Jan 19, 2021 |
Updated | Jan 21, 2021 |