I’ve just moved my project to UE5 and I’m having a major problem with one of my master materials that I wasn’t seeing before. It’s definitely an engine bug, not user error, but I don’t know how to fix it.
I use a texture multiplied by a scalar parameter to create certain vertex deformations on objects… and on objects with this material, there’s a constant “flicker” like there’s a resolution error on the WPO coordinates (in my case, it manifests as visible backfaces through the object)
I tried plugging in a 0 constant to the WPO output and the issue goes away. Curious, I tried taking the output of the texture multiply setup that I was feeding to WPO, and just hard-coding a multiply by 0 (which should, of course, ALWAYS return 0, even if for some reason the scalar parameter I’ve set to 0 was some tiny float) and the issue persists. If taking some complex set of math and multiplying the result by 0 isn’t returning 0 EVERY time, something is wrong on the back end. But I know this must be happening because if I just feed a 0 constant instead of a multiply-by-0, I don’t get the same result.