# Wrong UV coordinates in Custom node

**URL:** <https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665>\
**Category:** Rendering\
**Tags:** uv, UE4-19, unreal-engine, bug-report, question\
**Created:** [March 12, 2018, 9:30pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665 "2018-03-12T21:30:11Z")\
**Posts on this page:** 16\
**Page:** 1

<div class="post-metadata">

**Author:** ![SUMFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumfx/32/733956_2.png) [@SUMFX](https://forums.unrealengine.com/u/SUMFX)\
**Post date:** [March 12, 2018, 9:30pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/1 "2018-03-12T21:30:11Z")

</div>

Hi,

I’ve taken screens below in UE4.19P6 but its the same as in 4.18 also.

The problem is using this code in Custom node in the material editor

```
return SceneTextureLookup(UV.xy,14,true);
```

doesn’t give the same result as using the **SceneTexture:PostProcessInput0** node.

Repro steps:

1- Create a new material

2- Change its domain to Post Processing

3- Create a new “Custom” node

4- Insert this line to it: return SceneTextureLookup(UV.xy,14,true);

5- Create a new Input for Custom node with a name “UV” and feed it with “Texture Coordinates” node

6- Create a new Input for Custom node with a name “SceneTexture” and feed it with “SceneTexture (PostProcessInput0)” node

7- Connect the Custom node’s output to Materials Emissive slot

Check attached images, please.

 ![233539-wrong.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/9/9/d996c7715da3e9b650f9f692955f753c0325d7c8.jpeg)

 ![233540-right.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/9/7/79721e830928f709c1285560637f411139eb91b2.jpeg)

Best.

---

<div class="post-metadata">

**Author:** ![Jeff\_A](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jeff\_A](https://forums.unrealengine.com/u/Jeff_A)\
**Post date:** [March 13, 2018, 5:32pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/2 "2018-03-13T17:32:10Z")

</div>

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

[https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form](https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form)

Thanks

---

<div class="post-metadata">

**Author:** ![SUMFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumfx/32/733956_2.png) [@SUMFX](https://forums.unrealengine.com/u/SUMFX)\
**Post date:** [March 15, 2018, 7:43pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/3 "2018-03-15T19:43:46Z")

</div>

Ok done. Thanks.

---

<div class="post-metadata">

**Author:** ![SUMFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumfx/32/733956_2.png) [@SUMFX](https://forums.unrealengine.com/u/SUMFX)\
**Post date:** [March 17, 2018, 7:33pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/4 "2018-03-17T19:33:22Z")

</div>

Hi Jeff,

I think my last comment didn’t arrive. Can you share my issue ID here, so I can track its progress?

Thanks.

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<div class="post-metadata">

**Author:** ![SUMFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumfx/32/733956_2.png) [@SUMFX](https://forums.unrealengine.com/u/SUMFX)\
**Post date:** [March 26, 2018, 11:10am UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/5 "2018-03-26T11:10:41Z")

</div>

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.

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<div class="post-metadata">

**Author:** ![SUMFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumfx/32/733956_2.png) [@SUMFX](https://forums.unrealengine.com/u/SUMFX)\
**Post date:** [March 26, 2018, 11:53am UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/6 "2018-03-26T11:53:19Z")

</div>

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:

Instead of this:

```
return SceneTextureLookup(UV,14,true);

```

Use this:

```
return SceneTextureLookup(ViewportUVToSceneTextureUV(UV,14),14,true);

```

Still considering this as a bug though.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_79b12e0f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79b12e0f](https://forums.unrealengine.com/u/anonymous_user_79b12e0f)\
**Post date:** [April 12, 2018, 3:04pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/7 "2018-04-12T15:04:33Z")

</div>

This issue has been resolved as By Design.

> **[The Unreal Engine Issues and Bug Tracker](https://issues.unrealengine.com/issue/UE-57416)**
>
> Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

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<div class="post-metadata">

**Author:** ![RVillani](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rvillani/32/1194572_2.png) [@RVillani](https://forums.unrealengine.com/u/RVillani)\
**Post date:** [May 10, 2018, 3:57pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/8 "2018-05-10T15:57:07Z")

</div>

From the Developer Note on the issue:

> 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.

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<div class="post-metadata">

**Author:** ![devast3d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@devast3d](https://forums.unrealengine.com/u/devast3d)\
**Post date:** [July 4, 2018, 8:59pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/9 "2018-07-04T20:59:47Z")

</div>

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.

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<div class="post-metadata">

**Author:** ![Jules86](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jules86](https://forums.unrealengine.com/u/Jules86)\
**Post date:** [July 21, 2018, 3:31pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/10 "2018-07-21T15:31:32Z")

</div>

Hi all,  
I’m getting this issue in UE 4.20.0 SumFX’s fix still works too (which is super appreciated, thank you!)

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<div class="post-metadata">

**Author:** ![SHADESPIRIT](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadespirit/32/552770_2.png) [@SHADESPIRIT](https://forums.unrealengine.com/u/SHADESPIRIT)\
**Post date:** [July 30, 2018, 2:30pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/11 "2018-07-30T14:30:51Z")

</div>

You are my hero 😃

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<div class="post-metadata">

**Author:** ![nikos\_skiadas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nikos\_skiadas](https://forums.unrealengine.com/u/nikos_skiadas)\
**Post date:** [November 22, 2018, 7:35am UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/12 "2018-11-22T07:35:42Z")

</div>

Really, really thank you!!

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<div class="post-metadata">

**Author:** ![SasMaster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SasMaster](https://forums.unrealengine.com/u/SasMaster)\
**Post date:** [April 10, 2021, 11:50am UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/13 "2021-04-10T11:50:55Z")

</div>

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.

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<div class="post-metadata">

**Author:** ![TristanPiejn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tristanpiejn/32/1067648_2.png) [@TristanPiejn](https://forums.unrealengine.com/u/TristanPiejn)\
**Post date:** [September 7, 2022, 8:07am UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/14 "2022-09-07T08:07:36Z")

</div>

You saved my life! Thanks dude!

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<div class="post-metadata">

**Author:** ![huehuehue](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@huehuehue](https://forums.unrealengine.com/u/huehuehue)\
**Post date:** [August 13, 2023, 8:36pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/15 "2023-08-13T20:36:01Z")

</div>

Wow.

I arrived at the same workaround today as well, took a few hours.

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<div class="post-metadata">

**Author:** ![II\_ADN\_II](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ii_adn_ii/32/1194656_2.png) [@II\_ADN\_II](https://forums.unrealengine.com/u/II_ADN_II)\
**Post date:** [September 1, 2025, 3:01pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665/16 "2025-09-01T15:01:19Z")

</div>

> The users of Custom nodes need to understand the responsibilities of using one when accessing renderer internals.

This is the best part. 🤣

Someone needs to understand the responsibilities of writing documentation. Even unreal built in material functions are broken.
