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.
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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-254388 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.6, 5.5 |
Target Fix | 5.6 |
Fix Commit | 40680694 |
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Created | Mar 7, 2025 |
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Resolved | Mar 12, 2025 |
Updated | Apr 1, 2025 |