Material Node "quality switch" previews "medium" as "epic" quality in viewport

Summary

Didnt go further to see yet, but I noticed that the material node “quality switch” will pass to medium scalability whatever the “epic” scalability on the node has, which is wrong, it should instead pass what “medium” scalability has. Same happens for “high”, it also gets ignored and does whatever “epic” setting has.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Create a material and place on viewport
Open up material editor and add “quality switch”, then press 3 to add a color A and connect it to the medium node and high node.
Now make a different color B and connect to epic node.
Connect the output of the quality switch to base color on the material.
Go to viewport and change scalability engine settings, from medium to high to epic and observe when that color gets applied.

Expected Result

Color A gets applied on medium and high settings

Observed Result

Color B gets applied on medium and high settings

Platform(s)

PC UEFN Viewport

FORT-896097 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

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