Hi.
I’m having this odd problem with SceneTextureLookup’s UVs in a custom node:
- Top part is UVs plugged into the SceneTexture and it’s working perfectly as you can see below
- Bottom part (the issue) is a custom node that does a very simple one line operation:
return SceneTextureLookup(UV ,PPI_PostProcessInput0, false);
Why would the UVs be busted to display in one part of the window? Is this a bug perhaps?