Editor primitives get occluded by the ground XY plane in the BP editor when they shouldn’t be. This only happens when Substrate and Adaptive GBuffer are enabled in the project.
A workaround is to change the depth-stencil state to disable the depth test, in `PostProcessCompositeEditorPrimitives.cpp`:
```cpp
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<
true, CF_Always, // instead of CF_DepthNearOrEqual,
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
0xFF, GET_STENCIL_BIT_MASK(RECEIVE_DECAL, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>::GetRHI());
```
but that makes them visible also when there’s geometry that should occlude it.
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Steps to Reproduce
Get UE 5.7 or UE 5.8 (I’ve tried 5.7.2, 5.7.3, 5.7.4, and latest UE 5.8 from CL52017230 20/3/2026 from Epic’s P4). Then, in a new project:
- In Project Settings, enable Substrate materials, and select Adaptive GBuffer for the Substrate GBuffer format (with Blendable GBuffer there are no issues)
- Create a new Blueprint -> Actor
- In the BP, add a Capsule Collider component
- Click on the Viewport tab, in the BP editor window.
The capsule appears occluded by an invisible XY ground plane (it shouldn’t; these primitives get occluded by geometry but that ground it’s supposedly just lines… Other geometry doesn’t get occluded)
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Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into this editor occlusion issue for you.
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Hello,
Thank you for reporting this. I can confirm this issue can be reproduced as described in the latest CL, and will be opening a bug report.
We will reply with a public tracker when one is available.
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Hello,
We have opened a bug report:
https://issues.unrealengine.com/issue/UE\-371363
The tracker will be visible after it is approved internally at Epic Games and is publicly accessible.
If you have any further questions, please let us know.
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