Description

When playing in a split screen local multiplayer game the anisotropic reflections differ between players when looking at the same object.

It appears as the anisotropic light scatter is not applied for some players.

The licensee has noted that commenting out the call to `AddClearRenderTargetPass` on line 370 of AnisotropyRendering.cpp can mitigate the issue.

Steps to Reproduce

1. Create a scene that contains a material that utilizes the Anisotropy input.
2. Enable the checkbox in ProjectSettings->Maps & Modes->Local Multiplayer->Use Splitscreen.
3. Start a PIE session
4. Observe the anisotropic reflection differences between the two local players.
5. Expected result is all players would experience the same anisotropic reflections

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Fixed
ComponentUE - Graphics Features
Affects Versions5.65.5
Target Fix5.6
Fix Commit40680694
CreatedMar 7, 2025
ResolvedMar 12, 2025
UpdatedApr 1, 2025
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