Description

It seems that the Material Editor's Custom nodes don't handle inputs of type FMaterialAttributes correctly, and instead interpret them as float3.

Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than using FMaterialAttributes.

Steps to Reproduce
  1. Create a material like this, where a MaterialAttributes struct is used as the input to a Custom node:
    [Image Removed]
  2. Observe shader compilation errors and/or generated HLSL code indicating that the MaterialAttributes input is interpreted as being of type float3

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Backlogged
CreatedDec 8, 2022
UpdatedJul 22, 2024
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