This appears to be caused by the colour format. It only occurs when the scene format has an alpha channel. FloatRGB (format 3) doesn’t exhibit these issues. Unfortunately, format 4 is the default for Epic and Cinematic engine scalability.


Steps to Reproduce

1. Create two spheres
2. Create a material using the eye shading model
3. Add a 1,0,0 emissive to it
4. Apply it to a sphere
5. Create another material, set it to use the default lit model
6. Add a 1,0,0 emissive to it
7. Apply it to the other sphere
8. r.SceneColorFormat 4

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By Design
ComponentUE - Graphics Features
Affects Versions5.3.2
Target Fix5.5
CreatedApr 5, 2024
ResolvedApr 8, 2024
UpdatedApr 8, 2024