Unreal Material Editor - What wrong with BreakOutFloat4Component and 2 Append

Hello, I want to create a Material Function so I can reuse this setup as much as possible, but I wonder why this is happening. If I’m not wrong, a float4 vector can break down into two vectors2. I know that is an extra step, but I just want to hook the float4 vector to InputVector4 one time.

The top output of that v4 only outputs RGB.
So, that’s why.

Yeah, it is annoying, but instruction-wise, nothing lost: no performance loss.