# Changing water material in UE 5.1 causes ocean to turn white

**URL:** <https://community.cesium.com/t/changing-water-material-in-ue-5-1-causes-ocean-to-turn-white/21894>\
**Category:** Cesium for Unreal\
**Created:** [January 10, 2023, 3:03am UTC](https://community.cesium.com/t/changing-water-material-in-ue-5-1-causes-ocean-to-turn-white/21894 "2023-01-10T03:03:49Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [January 10, 2023, 7:54am UTC](https://community.cesium.com/t/changing-water-material-in-ue-5-1-causes-ocean-to-turn-white/21894/2 "2023-01-10T07:54:34Z")

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I believe this is a bug in UE 5.1. More details here:

> [@Material Instance: Error: Too many texture coordinate sets defined on GPUSkin vertex input. Max: 4](https://community.cesium.com/t/is-cesiumgltffunction-broken/21693/7):
>
> Ok I can reproduce this in UE 5.1. And if I click “Platform Stats” while the material is open, UE reports: Which is very strange because “Used with Skeletal Mesh” is disabled, so I’m not sure why UE is concerned with any skinning. It may be a UE 5.1 bug, as it doesn’t seem to happen in UE 5.0. I’ve opened a ticket on UDN to ask for advice from Epic: [https://udn.unrealengine.com/s/question/0D54z00008dPGb6CAG/too-many-texture-coordinate-sets-defined-on-gpuskin-vertex-input-in-ue-51-bu…](https://udn.unrealengine.com/s/question/0D54z00008dPGb6CAG/too-many-texture-coordinate-sets-defined-on-gpuskin-vertex-input-in-ue-51-but-not-earlier-versions)

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