CameraVector in PostProcess material.

CameraVector seems to be broken when used at post process material. It does not work when current pixel does not have depth value eg. Sky pixels. There wasn’t any problem at 4.10 or earlier.

Hello Kalle_H,

Could you provide me with some simple steps and screenshots to reproduce this issue on my end?

Thank you,

I created new Blank blueprint project. I made post process material where I plug CameraVectorWS to emissive. I add that material to post process blendables. Then I deleted Bp_SkySphere so there are lot’s of pixels where there are no opaque pixels rendered. Those pixels are pitch black. This wasn’t the case in 4.10.

Hello Kalle_H,

I was able to test and verify what you are reporting. I have gone ahead and entered a bug report for this issue (UE-29146). I will say that we tested this issue in future release of the engine, and it was fixed within that version.

Update This bug has been verified as fixed in the 4.12 Preview 1 release

Let me know if you have further questions.

Cheers,

Hi, can you confirm that this fix has made it into 4.12.3? Because I am having exactly this issue. Thank you.

Yes, I can confirm this is fixed in the 4.12.3 release.

Thanks for checking. Is there something I’m doing wrong then? The background is still black when only providing the CameraVectorWS node as output. :frowning:

That is really odd, because my 4.12.3 version is showing the correct outcome.

Try making a new blank project to see if that resolves the issue, as I just tested this set up in a new 4.12.3 project, and it renders as expected. This could be an issue with your DDC not updating, if you updated this project from a previous version of the engine.

Cheers,

The screenshot I posted came from a new 4.12.3 project. Is there a way to force updating the DDC?
Remember, you need to delete the SkySphere from the scene to allow the problem to occur. While using such a sphere as a workaround may do the trick in most cases it’s sadly no option for our project and I can confirm it worked without one up until 4.11.

Ah you are indeed correct. It seems the fix might have broke again somewhere along the preview releases, so I have made sure to update the report to let them know about the details. Thanks for making sure the fix was indeed corrected.

Let me know if you have further questions or need additional assistance.

Cheers,