Summary
Material Quality Switch works correctly in simple test cases.
However, when the output of a material containing DistanceToNearestSurface or DistanceFieldGradient is routed through a Material Quality Switch, the switch no longer behaves consistently.
Instead of evaluating the selected quality branch, the material continues to evaluate the Distance Field logic, making it impossible to build a reliable fallback for unsupported quality levels.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
World Building
Steps to Reproduce
-Create a material using DistanceToNearestSurface or DistanceFieldGradient.
-Build any material logic that depends on these nodes.
-Multiply the entire material output by a Material Quality Switch and Set:
Low = Blue
Epic = Red
-Apply the material to a mesh.
-Launch the project using both Low and Epic graphics settings.
Expected Result
On Low graphics settings, the material should evaluate the Low branch of the Material Quality Switch, producing a blue output.
The Distance Field logic should effectively be excluded from the final material.
Observed Result
Although the same Material Quality Switch works correctly in a simple color-only test, it becomes inconsistent once Distance Field logic is involved.
When the entire Distance Field material is routed through the switch, the output remains Red even on Low graphics settings.
As a result, there is currently no reliable way to use Material Quality Switch to create a fallback for materials relying on Distance Fields.
Platform(s)
windows
Island Code
N/A
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Additional Notes
If needed, I can provide the full material graph or a simplified reproduction project to help investigate the issue.


