UDN report:


Hi, This is not really a question, but I just wanted to point something. It seems that the PseudoVolumeTexture method in common.ush is not working the same way between DirectX and OpenGL builds. A texture will be sampled correctly in the DirectX build and not in the OpenGL ES build depending on how the asset was exported (Y-Axis direction up or down).

A work around for this was to reimplement the method with a macro to invert the Y sample position.

Steps to Reproduce

Trivial Fix.

Rough steps, no easy test case:

  • Create a Niagra particle system in a new scene
  • Create a new material with Sample Pseudo Volume Texture node
  • Add volume texture
  • Feed parameters into new node (can be time based for test)
  • Run on Windows and Android, result should match


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ComponentPlatform - Mobile
Affects Versions4.21
Target Fix4.25
Fix Commit11279394
Main Commit11388545
CreatedOct 16, 2018
ResolvedFeb 11, 2020
UpdatedJul 16, 2020