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?
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