Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to the Anisotropy pin and setting it to a non-zero value (this workaround does not work for Nanite meshes). A second issue is that normals flatten out in shaded areas as the material roughness is increased to 1 (compared to a default lit material with the same normal map).
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-288241 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5.4 |
Created | May 21, 2025 |
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Updated | May 22, 2025 |