Unreal Engine 4.26 Preview

Emissive and Masking in hair materials aren’t displayed on groom objects. I’m not sure if this is a limitation of groom rendering or a bug but it seems like something that should be possible. In the attached image the only difference between each top and bottom material pair is the groom is using the root UV from the hair attributes node and the plane above is using the standard UV coordinate from the mesh.

If this can be done, I would love to see Emissive and masking implemented into the groom rendering as without them I can’t use grooms in my project without significantly limiting the visuals and modular setup of many intended creatures. I already asked about this on the answer hub but figured since it has to do with an incoming feature it might be better to bring it up here.