I think I narrowed this issue down to bad UV coordinates being interpreted during the BasePassVertexShader execution applied to instancing. At this line in VertexFactoryGetInterpolantsVSToPS: flo ...
The licensee has reported that when you make a mesh extremely thin (e.g. z = 0.0001), it can cause emissive materials applied to the mesh to flicker. ...
The issue is already fixed in UE5 by CL 14368553. This Jira is created for cherrypick into UE4 ...
in UMaterial::GetAllReferencedExpressions, the mobile branch ignores every CustomOutputExpressions including RuntimeVirtualTextureOutput. ...
Repro from licensee here - [Link Removed] ...