There were engine changes in UE 4.27 which are incompatible with UE 4.26 MetaHuman materials and you will get the shader compile error:
LogMaterial: Display: Function WorldUnitsInPixel: (Node PixelDepth) Translucenct material with 'Output Velocity' enabled will write to depth buffer, therefore cannot read from depth buffer at the same time.
And if you have Ray Tracing enabled you will get dark shadows around MetaHuman eyes and facial hair in LOD levels 2-8.
To fix the shader compile error open for edit the material: MetaHumans > Common > Materials > M_Facial_Hair, add the 3 graph nodes in the picture below, and save the material:
To fix the dark shadows when you have Ray tracing enabled, untick the Cast Ray Traced Shadows tickbox in the details panel of the materials: MetaHumans > Common > Materials > M_Eyelashes_Cards and MetaHumans > Common > Materials > M_Facial_Hair:
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