How to add the alpha channel to a component mask?

If I have a Texture Sample, the Alpha is always a separate pin. How then do you feed the RGBA values into a component mask if I want to be able to mask them out individually since the component mask only has one input?

If I multiply the RGB and A then you’d think it would work but when I check only the alpha box of the component mask, it’s blank and gives an error. So how do you get the alpha into the component mask for it to mask it out? Seems a little stupid if you can only feed it a Constant 4 Vector.

Use Append Vector material expression.

I will try that, thank you :slight_smile:

Thank you, this worked perfectly!