SceneTextureLookup(UV ,PPI_PostProcessInput0, false) broken UVs!?

Hi.

I’m having this odd problem with SceneTextureLookup’s UVs in a custom node:

  1. Top part is UVs plugged into the SceneTexture and it’s working perfectly as you can see below
  2. 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?

SceneTextureLookup expects a different UV, but you are providing it with viewport UV. Check generated calls to SceneTextureLookup, in particular to how UVs are obtained.

Im having the same issue where the custom node reacts differently with the same screen position node, any solution found for this? :eyes: