If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:
If we connect only a regular texture we don't expect a problem.
However if the opacity mask uses a regular texture connected via MakeMaterialAttributes and BreakMaterialAttributes nodes and any virtual texture is connected to other properties in the MakeMaterialAttibutes then we still see a compile error.
It seems that the compilation validation logic is checking all texture samples connected to MakeMaterialAttributes instead of just the ones connected through the OpacityMask pin.
In a project where Virtual Textures are enabled, create a material like below.
[Link Removed]
Note that the texture connected to the BaseColor pin is a virtual texture, but the one connected to the OpacityMask pin is a regular texture.
Observe the material compilation error: "Sampling a virtual texture is currently not supported when connected to the Opacity Mask material attribute."
The expected behavior is for the material to compile.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-155682 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Created | Jun 2, 2022 |
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Resolved | Jun 3, 2022 |
Updated | Jul 11, 2022 |