I have a fairly basic UMG widget for a HUD, that uses translucent UI materials, that appears to be flickering on and off (on iOS only) trying to sort with translucent objects in the world. Here’s a short clip:
There are quite a few translucent things in the world at different times, but in the second half of the video you can see that the translucent HUD parts disappear at the same time as the pick-axes are spawning their effects.
- This doesn’t happen on PC (the game has shipped on PC) or in Mobile preview, only on the device
- Only the translucent “UserInterface” materials are having the issue - the alpha texture elements are fine
- It worked ok on these devices before I converted to a code project and compiled/packaged on a Mac
- Happens on both my devices - iPad 3 using ES2 and iPhone 6S Plus using Metal
So my first question is - is there anything iOS-shader-related that compiles differently on a Mac? Or depth buffer handled differently? Any random flags I can change that might affect sorting on the device?
This is a packaged shipping build.