Translucent UI Materials sorting with translucent world objects on iOS
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.
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.
I wasn't able to figure this out in sufficient time so I just bit the bullet and converted my HUD to use only alpha textures and no UI materials. There are now no sorting conflicts with world particles. Pretty heavy limitation in the end but I can get away with it in my case.
For the record, some of the things I tried that didn't help:
answered Nov 28 '16 at 07:15 PM
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