Summary
Since the recent update 39.10 , I’ve been encountering severe rendering artifacts in UEFN on PC. I have narrowed down the issue to a difference between Rendering APIs (DX11 vs DX12), but I need confirmation if this is a bug or a new limitation.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
World Building
Steps to Reproduce
- Launch UEFN on a PC running in DirectX 11 mode (or Performance mode).
2. Create a new blank project or open an existing one.
3. Create a Landscape, sculpt some terrain, and paint it with any layer (e.g., Grass).
4. Go to Build → Build HLODs.
5. Move the camera away from the landscape until the HLOD proxies switch in.
Observation: The distant terrain renders as a solid/averaged color (e.g., flat green) instead of the actual texture.
6. Place any actor with a translucent/glass material.
Observation: The glass material renders briefly and then becomes invisible. - (Verification) Launch the session on a Console (PS5) or a PC running DirectX 12.
Observation: The landscape HLODs and glass render correctly on these platforms.
Expected Result
The Landscape HLODs should display textures properly (not solid colors), and glass materials should remain visible on PC DX11, just as they do on consoles.
Observed Result
PC (DX11 Mode): Distant Landscape HLODs fail to render detailed textures, displaying only solid, averaged colors (e.g., flat green for grass). Additionally, glass/translucent materials disappear or fail to render entirely.
Console (PS5): The exact same map renders correctly with full HLOD textures and visible glass materials.
Platform(s)
PC, Console
