# Refractions stop working when material attributes are used

**URL:** <https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834>\
**Category:** Rendering\
**Tags:** refraction, unreal-engine, UE4, question\
**Created:** [September 15, 2018, 1:30am UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834 "2018-09-15T01:30:24Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Seirei](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Seirei](https://forums.unrealengine.com/u/Seirei)\
**Post date:** [September 15, 2018, 1:30am UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/1 "2018-09-15T01:30:24Z")

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Hello,

I just tried setting up a translucent material with ‘material attributes’ checked and my refraction input suddenly stopped working.

Here’s some screenshots to show what’s happening:

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/a/e/bae676ebfd79da22bb40db51957f4f442078b11a.png)

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/e/0/0e032749195d44e3437ee162c453c7c3f1fab05e.png)

The only difference is the ‘material attributes’ check in the material settings.

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**Author:** ![Jeff\_A](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jeff\_A](https://forums.unrealengine.com/u/Jeff_A)\
**Post date:** [September 17, 2018, 3:17pm UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/2 "2018-09-17T15:17:15Z")

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Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

[https://epicsupport.force.com/unrealengine/s/](https://epicsupport.force.com/unrealengine/s/)

Thanks

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**Author:** ![Niberspace](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Niberspace](https://forums.unrealengine.com/u/Niberspace)\
**Post date:** [December 6, 2018, 10:36pm UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/3 "2018-12-06T22:36:27Z")

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this one has been reported for as long as UE4 has been around ( for example [Unreal Engine Issues and Bug Tracker (UE-20973)](https://issues.unrealengine.com/issue/UE-20973) , but was raised long before 2015). it’s a shame since the Material Attributes workflow is otherwise so handy

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**Author:** ![DanielMo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DanielMo](https://forums.unrealengine.com/u/DanielMo)\
**Post date:** [December 25, 2018, 7:29am UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/4 "2018-12-25T07:29:07Z")

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After ripping my hair out, i recognized now it is still a bug in 4.21 … This needs to be fixed!

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**Author:** ![mcleary](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mcleary/32/924204_2.png) [@mcleary](https://forums.unrealengine.com/u/mcleary)\
**Post date:** [May 23, 2021, 6:13pm UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/5 "2021-05-23T18:13:34Z")

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I found a similar bug so after searching the forum I found this. I’m using 4.26 and the Refraction issue seems to be fixed when material attributes are enabled, however I’m having problems with a Static Switch Parameter.

Here is the setup I’m using. It is very similar to the problem described, however, the Refraction attribute is working:

 ![339593-cap1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/d/1/fd1346e488063be45479ed900329760b2d552afe.jpeg)

I was testing a similar setup in another material where the Switch Parameter is used to turn on or a layer, however, when the material attributes goes through the switch is looses the refraction:

 ![339594-cap2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/a/2/5a2757e15d8b3d39fc3640a107c926a4d55d1ffa.jpeg)

The default value for the switch is False so the refraction index was supposed to be going through.

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**Author:** ![Floggins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Floggins](https://forums.unrealengine.com/u/Floggins)\
**Post date:** [May 25, 2023, 3:02pm UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/6 "2023-05-25T15:02:40Z")

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im having a similar issue in 5.1. I have my refraction set via material attributes in a material function wrapper, but when go at it via a material function, the refraction is lost.

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**Author:** ![rohangulig](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rohangulig](https://forums.unrealengine.com/u/rohangulig)\
**Post date:** [August 14, 2023, 1:25pm UTC](https://forums.unrealengine.com/t/refractions-stop-working-when-material-attributes-are-used/433834/7 "2023-08-14T13:25:19Z")

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I found the solution for this … Inted using material Attributes Break the Attributes at the end … and re connect all wires

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/6/4f627db1acfd216675bfeb374177c5fdc41e320d.png)
