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RGBtoHSV seems broken in 4.18 with tessellation

I am using an HSV gradient media texture to pack a black and white mask and a greyscale depth in the same pixels with D3D11Tessellation. It worked great in 4.17 but now it seems the RGBtoHSV material blueprint returns an error [SM5] Function RGBtoHSV: (Node If) If input A must be a type float.

It also seems the uv input of the texture sampler playing the mediatexture doesn't carry through to the other side of the RGBtoHSV,

Is this all related to the texture sample now being forced to external?

Product Version: UE 4.18 Preview
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asked Oct 07 '17 at 12:59 AM in Rendering

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TomVR
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avatar image gmpreussner STAFF Oct 23 '17 at 02:00 PM

Can you post a screenshot of your material graph? You should still be able to manipulate the pixels coming out of the media texture. The only change needed is to switch the texture sampler to External.

avatar image REDLABVR Oct 23 '17 at 02:10 PM

I ended up getting mixed up and posted this bug report from my account at work (one I am using now). It has images of the material graph https://answers.unrealengine.com/questions/717452/mediatexture-doesnt-work-with-rgbtohsv-or-world-di.html

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