# \#custom-nodes

**URL:** https://forums.unrealengine.com/tag/custom-nodes/2871.md

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## [Custom K2Node with an output pin in the header (like event nodes)](https://forums.unrealengine.com/t/custom-k2node-with-an-output-pin-in-the-header-like-event-nodes/2849464)

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**Author:** [@NuclearApplejack](https://forums.unrealengine.com/u/NuclearApplejack)\
**Replies:** 4\
**Last updated:** [November 4, 2026, 12:41pm UTC](https://forums.unrealengine.com/t/custom-k2node-with-an-output-pin-in-the-header-like-event-nodes/2849464 "2026-11-04T12:41:51Z")

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I’m creating a custom K2Node, and would like to have it have an output pin in its header, just like event nodes have an output delegate pin in their headers. The node I’m making has nothing to do with events or deleg…

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## [Is there any way to get copy to clipboard functionality in blueprints](https://forums.unrealengine.com/t/is-there-any-way-to-get-copy-to-clipboard-functionality-in-blueprints/1552692)

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**Author:** [@Player\_003](https://forums.unrealengine.com/u/Player_003)\
**Replies:** 1\
**Last updated:** [October 18, 2026, 8:39am UTC](https://forums.unrealengine.com/t/is-there-any-way-to-get-copy-to-clipboard-functionality-in-blueprints/1552692 "2026-10-18T08:39:43Z")

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I was look for an hour and couldn’t find anything than i tried make ChatGPT make me custom node for it in C++ but he is retarded so node doesn’t appear to be in the list

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## [Creating K2Node with multiple output exec pins linked to delegates ](https://forums.unrealengine.com/t/creating-k2node-with-multiple-output-exec-pins-linked-to-delegates/2728250)

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**Author:** [@NuclearApplejack](https://forums.unrealengine.com/u/NuclearApplejack)\
**Replies:** 6\
**Last updated:** [June 21, 2026, 7:03am UTC](https://forums.unrealengine.com/t/creating-k2node-with-multiple-output-exec-pins-linked-to-delegates/2728250 "2026-06-21T07:03:05Z")

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I have the following bit of code: DECLARE\_DYNAMIC\_DELEGATE(FMyDelegate); UCLASS() class UMyClass : public UObject { GENERATED\_BODY() public: UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = true)) …

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## [How to hide original GameplayTask factories when having custom K2 nodes. ](https://forums.unrealengine.com/t/how-to-hide-original-gameplaytask-factories-when-having-custom-k2-nodes/2697278)

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**Author:** [@Beatey](https://forums.unrealengine.com/u/Beatey)\
**Replies:** 0\
**Last updated:** [February 4, 2026, 3:54pm UTC](https://forums.unrealengine.com/t/how-to-hide-original-gameplaytask-factories-when-having-custom-k2-nodes/2697278 "2026-02-04T15:54:58Z")

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Hi, I have a factory methods for UGameplayTask. They all have BlueprintInternalUseOnly meta tag set to true, but they still appear there. When I want to create custom K2 node for these, I essentially get two versions for…

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## [Using Mesh Paint Texture Object or Texture Collection Object in Custom HLSL Node](https://forums.unrealengine.com/t/using-mesh-paint-texture-object-or-texture-collection-object-in-custom-hlsl-node/2662325)

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**Author:** [@aledram\_00](https://forums.unrealengine.com/u/aledram_00)\
**Replies:** 1\
**Last updated:** [October 27, 2025, 9:50am UTC](https://forums.unrealengine.com/t/using-mesh-paint-texture-object-or-texture-collection-object-in-custom-hlsl-node/2662325 "2025-10-27T09:50:50Z")

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Basically I’m attempting to feed either a Mesh Paint Texture Object or a Texture Object from a Bindless Texture Collection to a POM custom node input so to use that as a blend mask between two different height maps. I sa…

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## [Port Shadertoy JPEG compression GLSL shader to Unreal Engine](https://forums.unrealengine.com/t/port-shadertoy-jpeg-compression-glsl-shader-to-unreal-engine/1727835)

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**Author:** [@Barti1](https://forums.unrealengine.com/u/Barti1)\
**Replies:** 2\
**Last updated:** [October 25, 2025, 6:22pm UTC](https://forums.unrealengine.com/t/port-shadertoy-jpeg-compression-glsl-shader-to-unreal-engine/1727835 "2025-10-25T18:22:49Z")

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Hi everyone, I recently found a JPEG compression shader on shadertoy: I was wondering, if it is possible to translate the shader code from GLSL to HLSL and use it in a custom node in a post-processing material. My ap…

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## [Is there any way in C++ to replace the default "Construct Object from Class" BP node, for a specific class?](https://forums.unrealengine.com/t/is-there-any-way-in-c-to-replace-the-default-construct-object-from-class-bp-node-for-a-specific-class/2656408)

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**Author:** [@heyx3](https://forums.unrealengine.com/u/heyx3)\
**Replies:** 8\
**Last updated:** [September 17, 2025, 8:18pm UTC](https://forums.unrealengine.com/t/is-there-any-way-in-c-to-replace-the-default-construct-object-from-class-bp-node-for-a-specific-class/2656408 "2025-09-17T20:18:01Z")

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I have trouble Googling for this, which tells me it’s not likely to exist :frowning: I have a custom UObject type defined in C++ which requires complex initialization. I’d like to forbid Blueprints from offering the typ…

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## [what is the correct way of adding public dependencies path for plugin modules](https://forums.unrealengine.com/t/what-is-the-correct-way-of-adding-public-dependencies-path-for-plugin-modules/786983)

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**Author:** [@morbal](https://forums.unrealengine.com/u/morbal)\
**Replies:** 2\
**Last updated:** [June 10, 2025, 7:56am UTC](https://forums.unrealengine.com/t/what-is-the-correct-way-of-adding-public-dependencies-path-for-plugin-modules/786983 "2025-06-10T07:56:24Z")

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im following this guide to make my own k2Nodes : to summarize it, it says you need two modules in a plugin, one for runtime and one for editor in editor module build.cs file i should add this : PublicIncludePaths.Add…

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## [BlueprintPro | Ultimate Blueprint Extension Toolkit](https://forums.unrealengine.com/t/blueprintpro-ultimate-blueprint-extension-toolkit/2531540)

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**Author:** [@xusjtuer](https://forums.unrealengine.com/u/xusjtuer)\
**Replies:** 0\
**Last updated:** [May 28, 2025, 2:42pm UTC](https://forums.unrealengine.com/t/blueprintpro-ultimate-blueprint-extension-toolkit/2531540 "2025-05-28T14:42:00Z")

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BlueprintPro | Fab BlueprintPro is a high-efficiency Blueprint enhancement plugin designed for Unreal Engine 5, aiming to greatly extend the Blueprint system’s capabilities and improve development efficiency. The plugin…

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## [Custom Node Missing in UEFN Material Editor](https://forums.unrealengine.com/t/custom-node-missing-in-uefn-material-editor/2349701)

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**Author:** [@31Asha](https://forums.unrealengine.com/u/31Asha)\
**Replies:** 7\
**Last updated:** [May 30, 2025, 5:13pm UTC](https://forums.unrealengine.com/t/custom-node-missing-in-uefn-material-editor/2349701 "2025-05-30T17:13:07Z")

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Summary In Unreal Editor for Fortnite (UEFN), the Custom Node is missing from the Material Editor. Unlike in Unreal Engine 5, where you can use a Custom Node to write HLSL code directly, this feature does not appear in U…

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## [How to allocate delegates with parameters as output pins in a K2Node ?](https://forums.unrealengine.com/t/how-to-allocate-delegates-with-parameters-as-output-pins-in-a-k2node/2129926)

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**Author:** [@Psahh](https://forums.unrealengine.com/u/Psahh)\
**Replies:** 0\
**Last updated:** [November 17, 2024, 3:52am UTC](https://forums.unrealengine.com/t/how-to-allocate-delegates-with-parameters-as-output-pins-in-a-k2node/2129926 "2024-11-17T03:52:11Z")

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Hi there, the issue I’m encountering seems pretty simple to solve but I don’t have the necessary knowledge in K2Nodes to find a proper solution. I’m simply trying to connect a delegate (passing an int) to an output pin …

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## [Previous position/velocity in material (no bp)](https://forums.unrealengine.com/t/previous-position-velocity-in-material-no-bp/417981)

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**Author:** [@SbingBong](https://forums.unrealengine.com/u/SbingBong)\
**Replies:** 3\
**Last updated:** [August 30, 2024, 6:27pm UTC](https://forums.unrealengine.com/t/previous-position-velocity-in-material-no-bp/417981 "2024-08-30T18:27:07Z")

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I’m hoping someone knows a way to either store and retrieve next frame a value in a custom node or if there’s any HLSL code to get the last position. I want to avoid BP setting parameter as I could have hundreds at any t…

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## [UncookedOnly vs Runtime modules](https://forums.unrealengine.com/t/uncookedonly-vs-runtime-modules/474225)

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**Author:** [@plato.manchi](https://forums.unrealengine.com/u/plato.manchi)\
**Replies:** 1\
**Last updated:** [July 18, 2024, 5:45am UTC](https://forums.unrealengine.com/t/uncookedonly-vs-runtime-modules/474225 "2024-07-18T05:45:31Z")

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Hi, I’m trying to create a plugin that both editor and runtime stuff in it. It is kind of similar to behavior trees where I have a custom asset type that has blueprint graph which has some custom nodes that can be plac…

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## [Creating own material nodes?](https://forums.unrealengine.com/t/creating-own-material-nodes/366080)

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**Author:** [@cridia](https://forums.unrealengine.com/u/cridia)\
**Replies:** 5\
**Last updated:** [July 12, 2024, 7:53am UTC](https://forums.unrealengine.com/t/creating-own-material-nodes/366080 "2024-07-12T07:53:01Z")

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On my quest to play around with all the various things in UE4, now my sights have fallen on the material editor and, more specifically, the nodes. I want to see if I can make my own nodes, but after searching through the…

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## [How to specify argument display name in a UFUNCTION?](https://forums.unrealengine.com/t/how-to-specify-argument-display-name-in-a-ufunction/312346)

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**Author:** [@mxnko](https://forums.unrealengine.com/u/mxnko)\
**Replies:** 2\
**Last updated:** [June 18, 2024, 9:59pm UTC](https://forums.unrealengine.com/t/how-to-specify-argument-display-name-in-a-ufunction/312346 "2024-06-18T21:59:52Z")

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I couldn’t find anything about this in documentation. How are argument/parameter names specified for custom static functions that are exposed via UFUNCTION to blueprint editor? for instance: public: UFUNCTION(Bluepri…

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## [CustomThunk on top of UBlueprintAsyncActionBase not working](https://forums.unrealengine.com/t/customthunk-on-top-of-ublueprintasyncactionbase-not-working/1839507)

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**Author:** [@Sulleyyyyyy](https://forums.unrealengine.com/u/Sulleyyyyyy)\
**Replies:** 1\
**Last updated:** [May 9, 2024, 6:05am UTC](https://forums.unrealengine.com/t/customthunk-on-top-of-ublueprintasyncactionbase-not-working/1839507 "2024-05-09T06:05:35Z")

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Hi, I would like to write an async blueprint node accepting a wildcard variable, so I used CustomThunk and UBlueprintAsyncActionBase, something like this: class COMPONENTCAMERASYSTEM\_API UEAsyncSetPropertyAction : publi…

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## [Error requested GameplayTag in editor-time code](https://forums.unrealengine.com/t/error-requested-gameplaytag-in-editor-time-code/1830557)

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**Author:** [@Lario127](https://forums.unrealengine.com/u/Lario127)\
**Replies:** 1\
**Last updated:** [April 30, 2024, 9:28pm UTC](https://forums.unrealengine.com/t/error-requested-gameplaytag-in-editor-time-code/1830557 "2024-04-30T21:28:58Z")

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Hello everyone ! First of all thanks for reading this message and trying to contribute ! :grinning: Context: I’m currently trying to create a custom blueprint node using the Kismet Uk2Node class. All my code is in a plu…

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## [Creating custom UK2Node that executes without input exec pin?](https://forums.unrealengine.com/t/creating-custom-uk2node-that-executes-without-input-exec-pin/467311)

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**Author:** [@anonymous\_user\_b3bd32e4](https://forums.unrealengine.com/u/anonymous_user_b3bd32e4)\
**Replies:** 4\
**Last updated:** [April 26, 2024, 8:45am UTC](https://forums.unrealengine.com/t/creating-custom-uk2node-that-executes-without-input-exec-pin/467311 "2024-04-26T08:45:28Z")

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Hello! Context I created a custom UK2Node that (1) makes requests to a remote server, and (2) asynchronously fires outputs as soon as we have a response from the server. The node was implemented by extending UK2Node\_B…

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## [BP pins unrelated to the ControlRig are generated through the ControlRig Module, since 5.3.](https://forums.unrealengine.com/t/bp-pins-unrelated-to-the-controlrig-are-generated-through-the-controlrig-module-since-5-3/1504474)

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**Author:** [@Hyaniner](https://forums.unrealengine.com/u/Hyaniner)\
**Replies:** 1\
**Last updated:** [March 18, 2024, 9:08am UTC](https://forums.unrealengine.com/t/bp-pins-unrelated-to-the-controlrig-are-generated-through-the-controlrig-module-since-5-3/1504474 "2024-03-18T09:08:28Z")

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I post this for someone who will experience something similar to me. I had to take some time to investigate this. I also sended the pull request about it : https://github.com/EpicGames/UnrealEngine/pull/11202 Summary B…

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## [PCG Custom graph inheritance](https://forums.unrealengine.com/t/pcg-custom-graph-inheritance/1578708)

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**Author:** [@Zssork](https://forums.unrealengine.com/u/Zssork)\
**Replies:** 2\
**Last updated:** [January 9, 2024, 1:05pm UTC](https://forums.unrealengine.com/t/pcg-custom-graph-inheritance/1578708 "2024-01-09T13:05:05Z")

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Hi, is there a way to use inheritance with PCG graphs? I want to leverage the advantages of PCG graphs but have some sorft of inheritance for it. The reason is that i have have always similar parameters and inputs for my…

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## [Making a UFUNCTION that calls output pin multiple times.](https://forums.unrealengine.com/t/making-a-ufunction-that-calls-output-pin-multiple-times/1337087)

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**Author:** [@euoss](https://forums.unrealengine.com/u/euoss)\
**Replies:** 5\
**Last updated:** [October 19, 2023, 3:09am UTC](https://forums.unrealengine.com/t/making-a-ufunction-that-calls-output-pin-multiple-times/1337087 "2023-10-19T03:09:26Z")

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I am trying to wrap an RPC service to handle the streaming RPC. E.g. there’s a call that it will be returning multiple messages from time to time. I would like to model it after the “for-loop” node that has a “loop body”…

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## [Incorrect directions error on custom AnimBP node](https://forums.unrealengine.com/t/incorrect-directions-error-on-custom-animbp-node/434254)

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**Author:** [@anonymous\_user\_0ba2eb3c](https://forums.unrealengine.com/u/anonymous_user_0ba2eb3c)\
**Replies:** 1\
**Last updated:** [June 21, 2023, 5:18am UTC](https://forums.unrealengine.com/t/incorrect-directions-error-on-custom-animbp-node/434254 "2023-06-21T05:18:49Z")

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I’m trying to make a node that returns the component space of a specified bone. So far the node compiles with no problem if I only attach the pose link pins, but when I try to use the Location output pin (a vector) with …

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## [How to create an enum pin in custom UK2Node ?](https://forums.unrealengine.com/t/how-to-create-an-enum-pin-in-custom-uk2node/1154264)

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**Author:** [@cosmogonies](https://forums.unrealengine.com/u/cosmogonies)\
**Replies:** 1\
**Last updated:** [May 9, 2023, 10:03pm UTC](https://forums.unrealengine.com/t/how-to-create-an-enum-pin-in-custom-uk2node/1154264 "2023-05-09T22:03:19Z")

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Does anyone here have a snippet for creating an enum input pin in a custom UK2Node ? In AllocateDefaultPins method, I use the CreatePin function, but I can’t find a way to type an input pin with a specific enum of my ow…

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## [How to use usf/ush in a custom material nodes?](https://forums.unrealengine.com/t/how-to-use-usf-ush-in-a-custom-material-nodes/753483)

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**Author:** [@Hardrocketjs](https://forums.unrealengine.com/u/Hardrocketjs)\
**Replies:** 1\
**Last updated:** [February 6, 2023, 3:13am UTC](https://forums.unrealengine.com/t/how-to-use-usf-ush-in-a-custom-material-nodes/753483 "2023-02-06T03:13:40Z")

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Hi, so I want to create a custom material node. But because the logic of this custom node is a bit more complex and lengthy, working with the small editor is really uncomfortable. Now my question. There are these files …

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## [custom expression material attribute input type](https://forums.unrealengine.com/t/custom-expression-material-attribute-input-type/691569)

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**Author:** [@dranik](https://forums.unrealengine.com/u/dranik)\
**Replies:** 1\
**Last updated:** [November 16, 2022, 1:09am UTC](https://forums.unrealengine.com/t/custom-expression-material-attribute-input-type/691569 "2022-11-16T01:09:20Z")

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I’m trying to use material attributes as an input for Custom Expression. It handles it as MaterialFloat3 type(which causes compilation error), which is strange because CE has FMaterialAttributes output type and fine with…

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## [How to get PostProcessInput0 in an HLSL Custom Material Node?](https://forums.unrealengine.com/t/how-to-get-postprocessinput0-in-an-hlsl-custom-material-node/489456)

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**Author:** [@CoolNamesGone](https://forums.unrealengine.com/u/CoolNamesGone)\
**Replies:** 0\
**Last updated:** [October 2, 2021, 4:15pm UTC](https://forums.unrealengine.com/t/how-to-get-postprocessinput0-in-an-hlsl-custom-material-node/489456 "2021-10-02T16:15:55Z")

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I’m trying to write a postprocessing material that applies a Gaussian blur to the scene. I’m trying use a custom node, similar to the node described here: Gaussian blur post processing material The problem comes with th…

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## [Unable to unroll loop / Forced to unroll loop, but unrolling failed.](https://forums.unrealengine.com/t/unable-to-unroll-loop-forced-to-unroll-loop-but-unrolling-failed/484990)

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**Author:** [@noillimryM](https://forums.unrealengine.com/u/noillimryM)\
**Replies:** 3\
**Last updated:** [June 18, 2021, 9:18am UTC](https://forums.unrealengine.com/t/unable-to-unroll-loop-forced-to-unroll-loop-but-unrolling-failed/484990 "2021-06-18T09:18:41Z")

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Hi everybody, I am currently encountering a problem with some HLSL custom node. First of all, I created a custom node which allows me to perform a Gaussian Blur on a Texture Object. This custom node takes in values suc…

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## [Crash packaged game on loading](https://forums.unrealengine.com/t/crash-packaged-game-on-loading/484038)

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**Author:** [@alesha15973](https://forums.unrealengine.com/u/alesha15973)\
**Replies:** 0\
**Last updated:** [May 28, 2021, 7:07am UTC](https://forums.unrealengine.com/t/crash-packaged-game-on-loading/484038 "2021-05-28T07:07:19Z")

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Hello. I created my editor graph and nodes for it, everything works fine in the editor and PIE, but the packaged project crashes at startup if the graph contains any node. Everything works fine without it, but that’s not…

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## [How can I pass the entire rendered image to a custom node in post process](https://forums.unrealengine.com/t/how-can-i-pass-the-entire-rendered-image-to-a-custom-node-in-post-process/479286)

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**Author:** [@JX\_1992](https://forums.unrealengine.com/u/JX_1992)\
**Replies:** 0\
**Last updated:** [February 28, 2021, 5:26pm UTC](https://forums.unrealengine.com/t/how-can-i-pass-the-entire-rendered-image-to-a-custom-node-in-post-process/479286 "2021-02-28T17:26:35Z")

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I am new to Unreal so apologies if this is a noob question. I need to perform a highly customized post process to my rendered image. This post process was developed in a different program, and can be molded as a matrix …

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## [How can I move a scene texture after making changes to it?](https://forums.unrealengine.com/t/how-can-i-move-a-scene-texture-after-making-changes-to-it/476658)

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**Author:** [@Lord\_Puj](https://forums.unrealengine.com/u/Lord_Puj)\
**Replies:** 0\
**Last updated:** [January 2, 2021, 5:02am UTC](https://forums.unrealengine.com/t/how-can-i-move-a-scene-texture-after-making-changes-to-it/476658 "2021-01-02T05:02:01Z")

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I know that to change how a scene texture is placed on screen in a post process you can plug in a texture coordinate node and do whatever you want to that, add to shift it, multiply to stretch it, whatever. However, I ne…

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