@ can’t speak for all platforms, but cross compiling to PSGL for PS4 also works.
And what do you mean the network needs to be placed in the braces? If you mean the network going into either side of the branch needs to only be used there to prevent it being executed elsewhere, then sure of course. Otherwise I’d you could elaborate I’d appreciate it.
I did a test with a basic layer blend material and saw basically no performance overhead. I guess it makes sense if the texture is already loaded.
I still agree with the original point of this post in that having dynamic flow control as atomic nodes would be really helpful and avoid the guess work.
Hell, why you’re at it, multiple outputs for the custom node please ![]()