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.
Rough steps, no easy test case:
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-65276 in the post.