A licensee reported that the world normal is not consistent on a skeletal mesh with SkinCache recompute tangent enabled. You could see the issue on the picture below. I upload the mesh in attachment.
The repro steps are:
I did some debug and suspected the issue is because of the following shader codes in RecomputeTangentsPerTrianglePass.usf
Orientation = (cp > 0) ? 1 : -1;
// Multiply by additional flip if the triangle had it's tangent space inverted
Orientation *= Corner[0].OriginalOrientation;
I did some change and it looks fine for now.
Orientation = (cp > 0) ? Corner[0].OriginalOrientation : -1 * abs(Corner[0].OriginalOrientation);
[Image Removed][Link Removed]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-139523 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.27, 5.0 |
Created | Jan 19, 2022 |
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Updated | Jan 24, 2024 |