PCG - Pass landscape physical-material via custom HLSL node - 554

Using 554. Within PCG, using a landscape as a source, I cannot seem to pass-through the physical material via a custom HLSL node. Is this possible?

I can see the attribute going-into a regular surface sampler:

Yet in the custom HLSL I am using (courtesy of https://www.youtube.com/watch?v=UUggrLxg3c0), I can see all the same attributes BUT the physical-material (of course):

The input-pin of the HLSL doesn’t even show me what data is going IN to the node…:

Any direction here? Can I get the benefit of using GPU-accellerated HLSL with landscape physical-materials? I am trying to make a functional landscape-grass replacement (1:1). I can get the landscape maths into an RVT, which drives the physics layer, which can be read in PCG. It works for the surface sampler but pivots on the physical material for the grass-layer.

Help! :sob:

EDIT: to be fair to Epic, when using the top-path, not the HLSL, the grass overhead remains pretty-well locked to 0.05ms which is a VAST improvement over the, sometimes, seconds of update-time for large-volumes of grass in large open-world landscapes. So bravo! It just seems this is a bug/oversight/inconsistency that I ran into.. If I could make that 0.05 into 0.01 I would, hence the want for HLSL in this case.

EDIT2: 0.01? I did! But not getting the physical-layer is still and issue in the cases where we still want to use HLSL..