BlendNormalsAndRoughness Function Error -- Looking for Help

What’s up, everyone. I’m at a loss on the following Unreal Engine tutorials (Creating Human Skin):
https://docs.unrealengine.com/en-US/…kin/index.html

I have duplicated everything exactly, I believe. I’ve gone over the node types and connections several times. Everything looks correct and properly connected. However, I keep getting the following errors (see embedded/attached image):

Ironically, the function I created (BlendNormalsAndRoughness) is the best part of this project. So, I assume the problem must be related to the inputs. But I have no idea. Can anyone light the way?

Here is the function construction:

[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_210566_1609448661591_409”,“title”:“Capture_Function.PNG”}[/ATTACH]

And here is the actual material, built from the tutorial:

My goal is to follow UE4’s lead and make great-looking skin for my game. . . I’m hoping someone can show me where I"ve gone wrong.

Thanks so much in advance.

Can you post a screenshot of the actual function? That error means you’re trying to do something with a float and float3(vector). My guess is that you have a float in the Lerp A and a float3 in Lerp B.

Thank you so much for chiming in. I’ve added everything.
Apologies for the attachment rendering as well. Tried to prevent that, but there seems to be no option. The first three image embeds follow my work.

Circled in orange looks like the issue. The Input Roughness0 (Scalar) is a float and that’s being lerped with a float3.

So what does it have to be???

lol.

Well… it’s piping into your roughness. So… roughness can’t be float3, it needs to be a float (scalar).

I see two approaches:

  1. replace the Blend_Screen with an Add. Unless I’m mistaken, that’s what Screen does anyways. This will keep it scalar.

  2. if you need the Blend_Screen, then use a ComponentMask to use just one channel (shouldn’t matter which because it’s grayscale). But this is a little weird because your taking a float, making it a float3, and then turning it back into a float.

Working on it now.

Happy new year, BTW. . . I hope it’s a great one for you.


Update:

I followed the path of least resistance, which is the “add” instead of the Blend_Screen. . . Everything seems to be good to go. Time to play with settings. Thanks, man, for the help. You’re great!