Pixel Tracking Methods: Optical Flow Methods

hmmm I aimed my render target at some moving objects and the screen is black.

Does the deferred shader not have the GBuffer.velocity as the base pass pixel shader? In BasePassPixelShader.usf, there is a comment that says “2d velocity, includes camera an object motion” and then below it gives the following code:

#if WRITES_VELOCITY_TO_GBUFFER_USE_POS_INTERPOLATOR
	float2 Velocity = Calculate2DVelocity(BasePassInterpolants.VelocityScreenPosition, BasePassInterpolants.VelocityPrevScreenPosition);
#else
	float2 Velocity = Calculate2DVelocity(MaterialParameters.ScreenPosition, BasePassInterpolants.VelocityPrevScreenPosition);
#endif

	// Make sure not to touch 0,0 which is clear color
	GBuffer.Velocity = float4(EncodeVelocityToTexture(Velocity), 0, 0) * BasePassInterpolants.VelocityPrevScreenPosition.z;

If they are not the same velocities, is there a way to get access to GBuffer.Velocity in the base pass?