Description

When using Substrate materials with SUBSTRATE_GBUFFER_FORMAT==0 (Blendable GBuffer), the Unlit editor view mode renders completely black. TopLayerData.UnlitViewBaseColor is never populated in the blendable path - it stays zero-initialized while the non-blendable path (Format==1) correctly sets it via PackSubstrateOut(). Fix: Assign Export.BaseColor to TopLayerData.UnlitViewBaseColor after SubstrateMaterialExportOut() in the Format==0 path, guarded by USE_DEVELOPMENT_SHADERS.

Steps to Reproduce
  1. Set project to use Substrate Blendable GBuffer.
  2. Make a material, using a substrate slab BSDF.
  3. Change any viewport to unlit view mode with that material in it.
  4. Notice that the material appears black.

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Fixed
Fix Commit52003101
CreatedMar 18, 2026
ResolvedMar 20, 2026
UpdatedApr 1, 2026
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