Effects using translucent materials using Mobile Separate Tranclucency and DepthFade do not display properly if DoF is enabled.
By applying CL # 4558661 shared by [Link Removed], Android works normally. However, iOS does not solve this issue. Incidentally, if I don't use DepthFade, Separate Tranclucney worked fine even in iOS by applying CL # 4558661.
As I confirmed with Xcode's OpenGL Frame Capture, when using DepthFade and SeparateTranslucency, it seemed that drawing processing was not running. Also, if I don't use DepthFade, the rendering process was running even before CL # 4558661 was applied.
or
Expect : display the effect correctly
Result : the effects are not displayed
LS-0019-IS-PQR23 on the start of running UE4
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-69982 in the post.
8 |
Component | UE - Platform - Mobile |
---|---|
Affects Versions | 4.22, 4.21.2 |
Created | Feb 13, 2019 |
---|---|
Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |