SceneColor in a surface material ignores translucent objects behind it
(4.17 built from source updated 15 september)
After upgrading from 4.15 to 4.17 (didn't try 4.16) the SceneColor material node when used in surface materials stopped considering translucent meshes and particles that are behind it. It just returns the color of opaque surfaces as if the translucent objects were not present.
I also tried making the material lit and using Base Color instead of Emissive Color, but the result is the same.
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-50204 . 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.
answered Sep 22 '17 at 05:02 PM
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