The issue that I mentioned related to custom depth for groom assets. it is also available in “SceneTexture: BaseColor (Gbuffer)”, Material AO, Diffuse, etc. Just like a custom depth mask, it appears black from the faulty area in other ID types.
will the offset method work in the case of “SceneTexture: Base Color”?
and regarding flickering. it has all kinds of effects in post-process material. for example, in outline shader when I use world normal, or when I pixelated. it wasn’t the case in older versions of unreal engine but in 5.4 it is flickering.
So is it possible that it’s some kind of bug?