Running in editor while sampling a full screen texture in PostProcessMaterial

I note from the Post Process Materials documentation page “UV in the PostProcessMaterial might not be in 0…1 range”.

I want to sample the full screen render texture captured from my screen capture 2D in a post process material. This works perfectly if I run a build but not when I am running in the editor (I only get about 1/4 of the full image).

Running a build every time I tweak anything is not a great workflow. Could you provide any advice on what affects the range my UVs come back in when running in the editor so that I can attempt to compensate by tiling my uvs (or something similar) and get back some sort of productivity?

I’ve attached a screen grab of my (very simple) post process material and what the game looks like when running in the editor.

Regards,

Phil

Hey PhilMaguire -

This is actual a part of a known issue that we are working on resolving. Currently if you were to Play in Standalone, you would see a much larger issue with the texture stretching and still only rendering 1/4 of the issue. I will keep you informed as we work toward a solution.

Thank You

Eric Ketchum

I am also running into this. As a workaround for my prototype, I’ve just been multiplying by some magic numbers to get the screen buffer approximately aligned.

Another piece of information that might help is that the values that it’s off by switch when you do a VR Preview in an HMD.