The Scene Texture outputs Color as a float4, you need to use a component mask and get only the RGB channels. Alternatively, you can append the alpha of your outline color to the RGB
Thanks, I feel like a fool now I figured the white pin of the parameter used all 4 channels, this is slightly odd behavior since I convert my constant to exactly the same thing as dynamic parameter (both still have 4 channels from my understanding) yet it is causing this error.
The component mask does fix this issue for me.
p.s. funny how you are showing me the exact same thing from your own library
Haha yes I noticed that you are making an outline post process, so I found mine and did a screengrab. Yes i find that a bit odd too but its been like that since the UE3 days and I am used to it now.
Along similar lines, I needed to multiply a texture that had been passed through a static component mask parameter and it was throwing floaty errors. These comments prompted me to use a componentmask (R) on the other pin of the multiply node, which got things working again
Thought I’d post here in case anyone’s been googling around, since i didn’t find anything that dealt with my exact issue…
Hey Tom,
I’m working on highlight material too. I had this problem too but I have another problem also.
It says somewhere in the material I’m passing float4 instead of float but I have no idea where is that place.
Can you help me or if it is possible for you, send me the material you made?
Thank you
This is what I must do to solve this issue. (UE5 now)
I need a float4, but the white node only gives me a float3.
So I had to make a float4 there, which was quite strange.