This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs at full resolution, while the depth sampled by DepthFade is scaled down for the Screenpercentage. The bug itself appears to be in the Depth Fade Expression not taking into account Screenpercentage.
1. Download the Licensee test project and open (see addl info URL)
2. Select the red square
3. Observe that its outline does not match the mesh
4. Change the screenpercentage to 100
5. Observe the outline now matches the visible part of the mesh
I am not able to find world outliner how to enable it?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How can i modify the param name in EQS node
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?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213950 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.4, 5.4.1 |
Target Fix | 5.7 |
Created | May 3, 2024 |
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Updated | Sep 4, 2024 |