r.separatetranslucencyscreenpercentage bug when using world position in materials. (answerhub link)

Hiya

just posting here as well in case it gets lost in the answerhub. I’m using world position in a translucent material as uv inputs to a texture when the res is reduced for the sep translucent pass, the textures do a double transform thingy and swim all over the place. looks like the WP values needs to be counteracted if the buffer is smaller.

https://answers.unrealengine.com/questions/409121/rseparatetranslucencyscreenpercentage-bug-with-wor.html