When setting the 'r.SeparateTranslucencyScreenPercentage' variable to any value other than 100, UV world space textures begin to swim. In the example project attached, I created a simple translucent material using the Noise node connected into the opacity input.
I then placed it on the default floor mesh and entered 'r.SeparateTranslucencyScreenPercentage 50'. The texture immediately began to swim.
This variable was added into the 4.11 release, so this is not a regression as the setting did not exist prior to this engine version.
Note I've found there is a solution to this issue, by unchecking the 'Separate Translucency' option within the material editor itself, but I do not know enough about this new variable to say if it disables the screen percentage as well.
1. Open attached project.
2. Bring up console command (~) and type 'r.SeparateTranslucencyScreenPercentage 50'
Outcome The noise textures on the floor begin to shift and swim.
Expected I would expect no behavior change in the material, but just the screen percentage value being set for any materials using separate translucency.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.11.2, 4.12 |
Target Fix | 4.14 |
Fix Commit | 3089208 |
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Main Commit | 2998067 |
Created | May 3, 2016 |
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Resolved | Dec 20, 2016 |
Updated | Apr 27, 2018 |