Get GBuffer Information

Hello There!
I know that this is an old thread but…

In UE5.3, I defined a custom material node to fetch the underlying BaseColor from a Transluency Material:

FGBufferData GBData = GetGBufferData(UV, false);
return GBData.BaseColor;

when I connect the node, UE5.3 crash hard:

[2024-07-12T07:56:35.031Z]LogOutputDevice: Error: Ensure condition failed: ShaderTableHash == 0 || UniformBufferHash == ShaderTableHash [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp] [Line: 77] 
[2024-07-12T07:56:35.031Z]LogOutputDevice: Error: Invalid uniform buffer FOpaqueBasePassUniformParameters bound on PixelShader at index 2.
[2024-07-12T07:56:35.031Z]LogStats:             FDebug::EnsureFailed -  0.000 s
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h] [Line: 147] 
Uniform buffer bound to slot 2 is not what the shader expected:
	Bound                : Uniform Buffer[FOpaqueBasePassUniformParameters] with Hash[0x09880f28]
	Expected             : Uniform Buffer[SceneTexturesStruct] with Hash[0x09700e08]
	Shader Name          : <unknown>
	Layout CB Size       : 2432
	Layout Num Resources : 49
	Resource Types       : 9 8 5 8 16 16 16 16 9 8 5 8 16 16 16 16 9 8 5 8 5 8 5 8 5 8 5 8 9 8 5 8 9 8 13 13 9 9 9 9 9 9 9 8 8 8 5 8 16

Also tested:

FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV, false);
return ScreenSpaceData.GBuffer.BaseColor;

with exact same results…

Of course, I have no idea what does this mean :slight_smile:
Any idea someone?