Description

Proposed workaround:

  • add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp):

#if WITH_DEBUG_VIEW_MODES

if (ViewFamily.UseDebugViewPS())

{ return; }

#endif // WITH_DEBUG_VIEW_MODES

between RenderDecals(RHICmdList, View, &PassParameters->InstanceCullingDrawParams); and RenderDistanceFieldLighting(GraphBuilder, SceneTextures, Parameters, DynamicBentNormalAOTextures, false, false);

In UE5.7, workaround would be inserted between RenderDecals and BasePassTextures.AmbientOcclusionTexture = RenderAmbientOcclusion(GraphBuilder, SceneTextures);

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Unresolved
ComponentUE - Platform - Mobile
Affects Versions5.6
Target Fix5.8
CreatedSep 30, 2025
UpdatedOct 16, 2025
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