When a postprocess material utilizing custom is used on IOS it will output different values than windows desktop and Android.
Note For this to occur the material needs the blendable location to be "before tonemapping"
RESULT
There is a blue tint surrounding the mesh in the middle of the scene. This blue area is normally white on desktop and android.
EXPECTED
Custom depth displays the same on IOS as it does on desktop
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.14 |
Target Fix | 4.16 |
Created | Nov 16, 2016 |
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Resolved | Mar 27, 2017 |
Updated | Sep 16, 2019 |