Blackbody in Material Editor - how to make OpenGL look like DirectX?

Hi all,

Today I decided to open my UE4.12 project using the “-opengl” command and noticed that one of my materials looks completely different in this version when compared to the regular Direct X version of the game. It is my understanding that if I wanted to build a version of my game on a non-direct x platform (e.g. Mac or PS4) I would have to use OpenGL, so this is a big problem for me.

Below you can see the material editor, first as it appears usually, and then underneath how it appears in openGL. It would seem that the BlackBody node, in particular, is where the two versions handle the rendering differently.

Ideally there’s a nice simple solution where I tick a box and the OpenGL version looks like the regular version. Pressuming that I’m not that lucky, I’m looking for help regarding how to use various alternative material nodes to achieve the desired effect in OpenGL.

I would appreciate any responses, be they solutions, suggestions, or just info to help me better understand the problem.

Cheers