From observations, this seems to be related to how the mesh selection works, and may be
making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp
and the Opacity Mask output in the material allows it to be selected again, so it's not just the
presence of the DistanceToNearestSurface, but how selection will pass through objects with
masked materials’ transparent areas.
1. Download licensee repro - https://udn.unrealengine.com/s/contentdocument/0694z00000PibeZAAR
2. Try and select the green cube (It won’t work)
3. Edit the material on the green cube, detaching the output pin for Opacity Mask
4. Apply, try and select green cube again (It will work)
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-179230 in the post.
1 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.1.1 |
Created | Mar 6, 2023 |
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Updated | Feb 13, 2024 |