05-10-2021 10:39 AM
Using the oculus fork of UE4.26, two sided textures ignore the basecolor node when using the forward shader. This does not happen in unreal 4.26, only in the oculus fork. Has anyone experienced something like that, and what is the best way to combat it?
05-18-2021 07:43 AM
STEPS TO REPRODUCE THIS ISSUE:
Expected result: Texture is visible on two sides of a plane
Actual result: Texture base color is not visible, however ambient occlusion, roughness, metallic, and normal is still visible