There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that contains more than a solid color, there appears to be a discrepancy in which a line appears based of off the value of the location.x offset. Disabling the Mipmaps appears to correct this issue. This issue is not a regression.
Code in custom blueprint node
if(location.x>50) { return float2(0,0); } return float2(1,1);
Versions Tested: Issue occurs in all versions tested
4.16.3 - CL: 3561208
4.17.2 - CL: 3658906
4.18P4 - CL: 3685441
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
Bullet replication problem. The players sees each other but does not see the bullet
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to have a sound cue follow a PlayerController along a spline?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51506 in the post.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.16.3, 4.17.2, 4.18 |
Created | Oct 20, 2017 |
---|---|
Resolved | Oct 24, 2017 |
Updated | Jul 14, 2021 |