Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts.
Also tested on //UE5/Main, CL: 41024283
1. Download the Licensee's test project and open (see addl info URL)
2. Open the map "/Game/level"
3. Observe that there is a black cube on the decal.
4. Select the "Cube" in the Outliner. You cannot select through clicking on it in the editor
5. Observe that the Cube is using a masked Material, with the Opacity Mask set to constant 0
6. Observe that the Cube's Material also uses a Virtual Texture for BaseColor
7. Detach the BaseColor connection.
8. Observe that the Cube is now correctly invisible
9. Restore the Material to its initial state
10. In the level, observe that Nanite is enabled on the plane.
11. Disable Nanite on the plane, via the "Dissalow Nanite" option in the Details Panel
12. Observe that the cube is now correctly invisible
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-264059 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.5.4 |
Target Fix | 5.7 |
Created | Mar 31, 2025 |
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Updated | Apr 2, 2025 |