[Bug] World Aligned Material works incorrectly (ignores scaling)
Quite some time ago I've noticed a bug in earlier versions of the engine. This has now been resolved in 4.14 as you can easily look up here:
Still the World Aligned Materials do not work as expected. I've created a simple example of what I mean:
What you see are two identical Static Mesh Actors with the Same Material Instance attached to them (a world aligned material) the right one has the default scale and the left one is scaled down a little on Z to make it very flat.
In version 4.12 of UE4 this worked correctly on Static Meshes and not on instanced static meshes, hence the bug report here:
but now after the recent bug fix it doesn't work at all.
If the World Aligned Material would work correctly then the mesh on the left side should be mostly covered with grass material, as defined through material parameters. However despite changing the scaling of the left mesh the material displays no different than the right one which has a default scaling.
I thought the whole point of World Aligned Materials was it's capability to adapt to a different scaling automatically without the need to adjust all parameters in the material itself.. an ability which has now been lost completely.
I hope this Bug Report helps, I sincerely hope this can be fixed soon because it would be a very valuable asset for procedural generated content (the same mesh with different scaling creates different material surfaces).
I apologize that the intended fix introduced a different error. Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here: https://issues.unrealengine.com/issue/UE-39045
You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.
As a workaround you can create an object scale node and plug the z value into the blend sharpness. This will alow some adaption based on object local scale. The issue though is that a bit of tweeking is still needed and doesn't save you much time depending on the use case.
answered Nov 25 '16 at 09:24 PM
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