iOS rendering bug? Calculated normals "degrade" over time.

I found this bug deploying to an Air or 4.1 running iOS 8.3. I was running version 4.9.2 of the binary editor release from the Launcher. It also occurred in Engine 4.8.

Steps to reproduce:
Create a default map in a new project (No content is needed)

Re-Create this sine wave material:

Apply the new material to the floor of the default map like this.

Build/Package and deploy the project to the ios device, I used an Air (Called the 4.1 in the iPhonePackager program). If you are running the default game mode you should be able to fly around and look at the sine wave.
The calculated normals seem to degrade in quality over time.
They start off smooth enough.

But after about 30 seconds…

Until this happens…

The same material does not do this in the mobile previewer or running in editor on the P.C.
Any ideas?
TeamKingdom

Great answer thank you.
I tried the material parameter/delta time reset but the reset was too twitchy to control. I went with Fmod because it was easier to tune and didn’t require the blueprint update.
Thanks again.

Thanks!
I had the same problem, using the “time” node to “flicker” some light textures.
They would flicker fine for about a minute and then start to quantize and eventually stop flickering.

Another potential solution would be to put all of your calculations into custom UV Channels. Currently your calculations are going through the pixel shader which is less accurate on mobile and will “degrade” over time. The custom UV channels on the other hand use the vertex shader which is much more precise and efficient on mobile devices.

Here’s is a related post concerning calculation accuracy and pixelization when using the pixel shader for UV manipulation:

And here’s the official documentation on Customized UVs and why they are useful: