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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-172310 in the post.
4 |
Component | UE - Rendering Architecture - Materials |
---|---|
Affects Versions | 5.1 |
Created | Dec 8, 2022 |
---|---|
Updated | Jul 22, 2024 |