Proposed workaround:
#if WITH_DEBUG_VIEW_MODES
if (ViewFamily.UseDebugViewPS())
{ return; }#endif // WITH_DEBUG_VIEW_MODES
between RenderDecals(RHICmdList, View, &PassParameters->InstanceCullingDrawParams); and RenderDistanceFieldLighting(GraphBuilder, SceneTextures, Parameters, DynamicBentNormalAOTextures, false, false);
In UE5.7, workaround would be inserted between RenderDecals and BasePassTextures.AmbientOcclusionTexture = RenderAmbientOcclusion(GraphBuilder, SceneTextures);
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-344050 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 5.6 |
Target Fix | 5.8 |
Created | Sep 30, 2025 |
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Updated | Oct 16, 2025 |