World Position Pass from UE4 not working in Nuke

Hi all,

Compositing in Nuke and using passes generated from UE4. All passes are fine with the exception of the World Position Pass. Using custom gizmos I have in Nuke I’m able to isolate certain sections of a scene using a World Position Pass except for the World Position Passes generated by UE4. All other applications output World Position Passes fine [Houdini, V-Ray, Mental Ray, etc…]. The World Position Pass out of UE4 seems to be confused in terms of coordinates. Just a guess.

Anyone else having this issue and if so have you been able to work around it?

Thanks,