Why can you plug RGB values into parameters that expect a single float?

This question is not unique to unreal, but it did come up while using unreal so I figured I would ask it here.

Take the following picture as an example

The RGB value of my texture sample (underlined in red) is being fed as input into both an Alpha and Roughness parameter (underlined in white). When I look at the UE5 docs for Lerp, it says Alpha expects a float. If I am not mistaken, RGB is a vector of three floats. Is this assumption incorrect?

If it is correct, then does the RGB values somehow have their dimensions squeezed from 3 to 1?

I am quite new to all of this, so any additional details people may feel compelled to add in their answer is most welcome, as I have so much to learn.

Thanks for your time!

It takes in the red channel only. I guess in UE5 they just made it more explicit.

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