I have a problem with my glass material at Unreal, the more light there is it gets some strange colors as if they were artifacts in the glass, does anyone know how to solve it?
Post the material
Need to be using Surface Forward as your lighting mode and additionally you should be using the Thin Translucent shading model, not translucent.
just plug something in the transmittance color. it’s an additional buffer output.
I managed to make it work by enabling forward shading, however this disables ray tracing in VR, is there any way to use both together?
it should work with deferred too. actually the first material you had is the most performant and capable, according to shader complexity. so… maybe check if disabling screentraces fixes the artefacts.