UDN report:
Hi, This is not really a question, but I just wanted to point something. It seems that the PseudoVolumeTexture method in common.ush is not working the same way between DirectX and OpenGL builds. A texture will be sampled correctly in the DirectX build and not in the OpenGL ES build depending on how the asset was exported (Y-Axis direction up or down).
A work around for this was to reimplement the method with a macro to invert the Y sample position.
Trivial Fix.
Rough steps, no easy test case:
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-65276 in the post.
| 1 |
| Component | UE - Platform - Mobile |
|---|---|
| Affects Versions | 4.21 |
| Target Fix | 4.25 |
| Created | Oct 16, 2018 |
|---|---|
| Resolved | Feb 11, 2020 |
| Updated | Jul 16, 2020 |