Substrate Refraction Glows During Level Sequence Animation

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Create a new material using substrate, assign it to a mesh. Enable refraction. Set blend mode to any of the translucents or additive. During a level sequence animation, that mesh will glow green where it tries to refract. Even if you disconnect the refraction node, or set the refraction node to a 0 parameter, the glow occurs. Only when you set refraction to none will the glow stop.

In this case, the center [black] material has refraction enabled. Its black because all the nodes are disconnected [surface, refraction, etc]. The sides meshes are using megascans copper, but even with the default worldgridmaterial, the behaviour is the same.

Here is another animation, with the center material applied as intended.
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Is this because substrate is experimental, or can a change in a setting somewhere fix the glow anomoly during refraction?

Turns out, there are two solutions to fix:

  1. Set target hardware to maximum, or
  2. Turn on raytracing, then can reduce target hardware to scalable.

Both options ended up working for me.