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 ...
STEPS TO REPRODUCE THIS ISSUE: Open new VR project in UE4.26 (oculus
renderer fork)create a materialplug in a texturetick "two-sided"in
project settings, enable "forward shader"Expected result: Texture is
visible on two sides of a planeActual result:...