It happens on viewport, material, PIE and packaged builds (Windows, Android Mobile and OculusQuest), both Deferred Render and Forward Render, both project target hardwares Desktop+MaxQ and Mobile+Scalable.
Possible solutions/fixes:
I learned that changing to TAA fix the problem (thanks Sohan Zaman at UE4Devs FB Group) and it works, but I’m developing for mobile MSAA.
[video]https://i.imgur.com/J5WDUI9.mp4[/video]
Some effects require TAA in order to render properly and I believe that SSR is one of them. So you may encounter other features that just won’t render properly.
If you’re interested, 4.26 has a mobile alternative to SSR called Pixel Projected Reflections, I haven’t tried it but if you need dynamic reflections for your project it might be worth looking into. 4.26 also has a bunch of other mobile renderer improvements: 4.26 Release Highlights | Inside Unreal - YouTube
Thanks. I’m still a student and I’m using UE4 since 4.23.1, I create new throwaway projects for study all the time and never had problems, it’s wierd that with 4.25.4 is the first time that using default engine+project settings caused this kind of problem.
Official 4.25 and 4.26 having some glitches in calculations, namely TemporalAAHistory structure was not filled out correctly
Here’s the only solution that will surely fix for both 4.25 and 4.26 versions (building from the source and fixing engine glitch), since 4.25 will not have any more updates and 4.26 also has the same issue:
get Unreal 4.25 source, following link is a step by step instructions on how to get the source (no need for the building until you change buggy scripts, just when you get 4.25 source unzipped from git, run Setup.bat, after that **run GenerateProjectFiles.bat **): https://www.youtube.com/watch?v=dZck7_4vlYI&feature=emb_title&ab_channel=MichaelAllar