Metallic attribute does not work on Feature Level ES2

Function-based materials are completely dielectric when using feature level ES2. Any maps plugged into the function’s metallic slot do not seem to count towards the number of mobile texture samplers, either. It’s worth noting that the materials only appear to be dielectric in the actual game world; they look fine in the material preview.

At the moment, I can get around this by using the BreakMaterialAttributes node and plugging everything in manually. See attachment.

Hi Loginer -

Thank you for your report, it does appear that the Metallic Value is always returning 0 when passed through a Material Function in ES2. I have entered a bug report, for reference UE-12844, and will keep you informed as we work toward a solution.

Thank you again -

Eric Ketchum