Description

An artifact is seen in package builds when an instance with a base material parented by a base material with no WPO output is set to Opaque and a layer with WPO output is used. Since the WPO is ignored in the Depth pass, there appears to be a difference with the Depth value output by BasePass. The result is a fallback to the default WorldGridMaterial with no additional depth shaders.

DepthNoPixelPipeline is ultimately determined by TDepthOnlyVS<>::ShouldCompilePermutation, but bMaterialMayModifyMeshPosition is initialized with FMaterial::Mate MaterialMayModifyMeshPosition is initialized and does not reflect the contents of the MaterialInstance.
This can be avoided by not using a material layer. 

Steps to Reproduce
  1. Open the attached project.
  2. Confirm the appearanace in PIE.
  3. Packaging project.
  4. Confirm the appearance in package build.

Result:

Drawing artifacts occur (see attached Artifact.png)

Expected:

Artifacts do not occur

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CreatedDec 15, 2022
UpdatedDec 15, 2022
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