When setting the 'r.SeparateTranslucencyScreenPercentage' variable to any value other than 100, UV world space textures begin to swim. In the example project attached, I created a simple translucent material using the Noise node connected into the opacity input.

I then placed it on the default floor mesh and entered 'r.SeparateTranslucencyScreenPercentage 50'. The texture immediately began to swim.

This variable was added into the 4.11 release, so this is not a regression as the setting did not exist prior to this engine version.

Note I've found there is a solution to this issue, by unchecking the 'Separate Translucency' option within the material editor itself, but I do not know enough about this new variable to say if it disables the screen percentage as well.

Steps to Reproduce

1. Open attached project.
2. Bring up console command (~) and type 'r.SeparateTranslucencyScreenPercentage 50'

Outcome The noise textures on the floor begin to shift and swim.

Expected I would expect no behavior change in the material, but just the screen percentage value being set for any materials using separate translucency.

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ComponentUE - Graphics Features
Affects Versions4.11.24.12
Target Fix4.14
Fix Commit3089208
Main Commit2998067
CreatedMay 3, 2016
ResolvedDec 20, 2016
UpdatedApr 27, 2018
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