Wrong UV coordinates in Custom node
I've taken screens below in UE4.19P6 but its the same as in 4.18 also.
The problem is using this code in Custom node in the material editor
doesn't give the same result as using the SceneTexture:PostProcessInput0 node.
1- Create a new material
2- Change its domain to Post Processing
3- Create a new "Custom" node
4- Insert this line to it: return SceneTextureLookup(UV.xy,14,true);
5- Create a new Input for Custom node with a name "UV" and feed it with "Texture Coordinates" node
6- Create a new Input for Custom node with a name "SceneTexture" and feed it with "SceneTexture (PostProcessInput0)" node
7- Connect the Custom node's output to Materials Emissive slot
Check attached images, please.
So after hours of investigation I think I've found a workaround for this. Instead of using raw UV input inside the Custom node, you'll need to use a helper function for filtering the fed UV, So:
Instead of this:
Still considering this as a bug though.
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