Download the licensee repro here - [Link Removed]
Start PIE.
Change the reflection method in postprocess volume to SSR
SSR reflections occur on the cube/sphere.
Approach the cube, the reflections remain consistent.
Set r.SSR.Stencil 1
As you approach the cube now, the reflections are bound to an "internal" texture inside a black environment on the cube. If you turn away, the texture is culled once you force it outside of the bounds of the cube. If you look away entirely the cube becomes+remains entirely black.
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-135744 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.27 |
Target Fix | 5.1 |
Created | Nov 23, 2021 |
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Resolved | Aug 9, 2022 |
Updated | Aug 10, 2022 |