local vertex position in vertex shader

hi guys! i need noninterpolated local vertex position in my pixel shader
currently i use this code to get world space vertex position and send it to pixel shader .

//////BasePassVertexShader.usf
FMaterialVertexParameters VertexParameters 
	= GetMaterialVertexParameters(Input, VFIntermediates, WorldPosition.xyz, TangentToLocal);

////////MYCODE
#if NEED_VERTEX_POS_NO_INTERPOLATION
	Output.BasePassInterpolants.VertexPosNI =  GetWorldPosition(VertexParameters);
#endif

I think it is not good idea to transform that vertex by WorldToLocal matrix ! however it did not work :frowning:
thanks in advance