The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back to the incorrect look.
This only affects the Blueprint viewport and does not appear to be an issue in the static mesh editor or main viewports.
1. Open QA Game
2. Add the static mesh "Head" to a Blueprint
3. Apply the material "Skin0" or "Skin0_Inst" to the static mesh
4. Open the console and enter "r.SSS.Checkerboard 1" (default is set to 2)
Results: The SSS does not look correct in the Blueprint Editor Viewport.
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40092 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.14, 4.15, 4.16 |
Created | Dec 30, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Sep 19, 2021 |