This issue occurs when there is a material with Anisotropy, like the attached GIF.
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1. Create a material with some values set.
2. Place the mesh on the level and assign the material we created.
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3. Open Pixel Inspector and look at GbufferB it looks correct.
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4. Create a material with Anisotropy set.
5. Place another mesh and set the Anisotoropy material
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6. Open Pixel Inspector and select the cursor on the first material, GbufferB will all have values such as 0.4999.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-203958 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.3 |
Target Fix | 5.6 |
Created | Jan 16, 2024 |
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Updated | Oct 25, 2024 |