Scene Capture Depth Source Ignores Sphere Mask

When rendering with capture components, Camera Position seems to return an unexpected value rather than the actual camera position (Possibly the position of the main viewport camera, but here it looks like they’re the same?) Instead of doing that, you could TransformPosition 0,0,0 from Camera Relative World Space to World Space, like so:

304832-ue4editor-2020-06-18-14-13-42.png

And use that instead of the CameraPosition node. For all cases except this strange one, this should behave identically.