Custom Nodes plugged into World Displacement are yielding:

Error [SM5]  error X3017: 'CustomExpression1': cannot implicitly convert from 'struct FMaterialTessellationParameters' to 'struct FMaterialPixelParameters'

[Image Removed]

Currently in the compiled material, it looks like the Custom Nodes are always set to FMaterial Pixel Parameters:

[Image Removed]

Steps to Reproduce
  1. Create a Blank Project with NO Starter Content
    *The following instructions are for recreating the Material shown in the Image Attached.*
  2. Create a New Material
  3. In the Material Attributes, set the D3D11 Tessellation Mode to PN Triangles
  4. Add a Vector 4 to the Material
  5. Add a Custom Node to the Material
  6. In the Custom Node, set the Input Name to X
  7. In the Custom Node, set the Output Type to CMOT Float 1
  8. In the Custom Node, Add the following code:
  9. Add a Vector 2 in the Material
  10. From the Vector 2 add an Append Node
  11. Plug the output of the Custom Node into the B of the Append Node
  12. Plug the Append Node into Emissive Color
  13. Plug the Append Node into World Displacement

RESULTS: When plugged into Emissive Color, no issues, When plugged into World Displacement, Conversion issue.

EXPECTED: The Custom node be given the option of being an FMaterial Pixel Parameter or a FMaterial Tessellation Parameter.

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ComponentUE - Graphics Features
Affects Versions4.9.24.10
Target Fix4.27
Fix Commit16346843
Main Commit16348648
Release Commit16346843
CreatedNov 30, 2015
ResolvedMay 17, 2021
UpdatedDec 1, 2022
Pull Requests
8027 - adam-wolski