Stock road material MI_Apollo_Roads_NO_RVT_VertexPaint renders incorrectly in Performance Mode (correct on DX11/DX12)

Summary

The stock road material MI_Apollo_Roads_NO_RVT_VertexPaint (assigned to Cube Mesh / WorldGridMaterial slot on a road mesh) renders correctly when the client runs on DirectX 11 or DirectX 12, but breaks visually in Performance Mode. Parts of the surface disappear, a bright yellow stripe shows up along the road, and the vertex paint blending no longer matches the DX11/12 result.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Create or open a UEFN project.
  2. Apply the stock material MI_Apollo_Roads_NO_RVT_VertexPaint to a any mesh (cube for me) (Element 0, WorldGridMaterial slot).
  3. Launch a Fortnite session with the client set to DirectX 11 or DirectX 12 and look at the road surface. It renders correctly.
  4. Switch the client to Performance Mode and relaunch or rejoin the session.
  5. Look at the same road surface.

Expected Result

The road material renders the same in Performance Mode as it does on DirectX 11/12, with only minor and acceptable differences.

Observed Result

In Performance Mode only, the material renders incorrectly. Large portions of the surface disappear, a bright yellow stripe appears along the road that is not present on DX11/DX12, and some areas turn flat white as if the texture failed to load. The vertex paint blending looks broken compared to DX11/DX12. On DirectX 11 and DirectX 12 the same material renders correctly. This was observed on two separate clients in the same session.

Platform(s)

PC

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Additional Notes

PC (Windows). Correct on DirectX 11 and DirectX 12, broken in Performance Mode.