4.12.5 had many different things for last time.
Are by any chance referring to unreal changing from Deferred to Forward rendering?
I do not remember state of 4.27 in that area, however unreal 5 has most of those problems fixed.
If you gave description of exact things not working anymore there may be some better reply.
Yellow Rubber Duck made summary:
| Feature / Effect | Deferred | Forward |
|---|---|---|
| Screen Space Reflections (SSR) | ||
| GBuffer (World Normal, Roughness, etc.) | ||
| Advanced Post-Process Effects | ||
| Real-time Translucent Shadows | ||
| Per-pixel dynamic lighting | ||
| Volumetric Fog | ||
| Material-based stylized shading tricks |
state in ue 4.27:
| Feature | Status in 4.27 |
|---|---|
| Planar Reflections in Forward | |
| Pixel Depth Offset in Forward | |
| Custom Depth / Stencil for Outlines | |
| SSR in Forward | |
| GBuffer Access in Forward | |
| Translucent Shadows in Forward | |
| Volumetric Fog | |
| Reflection Capture System |
really that chatGPT while dumb at coding is great at making nice summaries:
| Feature / Effect | 4.12 Deferred | 5.5 Deferred | 5.5 Forward Rendering | Notes |
|---|---|---|---|---|
| GBuffer Access (SceneTexture) | Forward rendering still lacks direct GBuffer, limiting advanced FX | |||
| SSR (Screen Space Reflections) | Lumen is a great SSR alt, but only works in deferred or hybrid modes | |||
| Translucent Shadows | Forward can fake it with tricks, but no full dynamic translucent shadowing | |||
| Volumetric Fog | Forward still lacks rich volumetric lighting/fog | |||
| SceneTexture in Materials | SceneTexture nodes disabled in forward — no stylized effects that rely on it | |||
| Custom Depth / Stencil | Works across both paths, useful for outlines, silhouettes, etc. | |||
| Pixel Depth Offset (PDO) | Now works in forward — useful for soft particles, stylized edges | |||
| TAA / Anti-Aliasing Options | Forward lacks TSR/TAA by default, but MSAA can be clean for VR | |||
| Dynamic Lighting Scalability | MegaLights in 5.5 improves light count — great step forward | |||
| Planar Reflections | Available in forward, though performance-heavy | |||
| Stylized / Postprocess-Heavy FX | Still a major pain point in forward rendering | |||
| Shader Complexity View (debug) | Forward rendering lacks in-depth debug views | |||
| Lumen Global Illumination | Forward rendering doesn’t support Lumen GI or reflections |
and final table:
| Lost in 4.12+ | Replaced in UE 5.5? | How? |
|---|---|---|
| SSR in forward | Only in deferred with Lumen | |
| Full GBuffer access in forward | Use deferred rendering | |
| Translucent shadows | Improved in deferred, not fixed in forward | |
| Postprocess stylization | CustomDepth + improved PDO, but not full scene-based FX | |
| PDO in forward | Now works in both rendering paths | |
| Light count limits | MegaLights (experimental) lifts limits | |
| Volumetric fog in forward | Deferred still the way to go for full volumetrics |
So after summary spam solution would be. Unreal 5.5.