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I’ve sent this as a bug report, second time since I couldn’t find it on Issue platform. I really don’t get it why can’t we able to track our reports in first place.
So after hours of investigation I think I’ve found a workaround for this. Instead of using raw UV input inside the Custom node, you’ll need to use a helper function for filtering the fed UV, So:
Here the content needs to be updated to convert ViewportUV to BufferUV as FHLSLMaterialTranslator::SceneTextureLookup() does.
Like @SumFX did, Epic could at least say HOW to update the content. Or the name of the file containing the FHLSLMaterialTranslator::SceneTextureLookup() source. Because it’s not easy to dig into the shader source files to find some specific method.
Thanks for this! I’ve been fighting this bug for ~2 years already and every couple of major versions Epic breaks screen texture lookup sampling. Why so is beyond my understanding (and you won’t find any instructions on how to do it properly). You’ve saved me from headache this time.
You saved my life Btw,the year is 2021 and I am curious to know why the regular UV input in PostProc material doesn’t provide non scaled UVs of the screen quad in such a case.