world aligned texture rotation

So, i have 3d model made in blender and i imported it in UE4. But i dont have a UV map for the mesh, so what i did was connected the material to “world aligned texture” node and the XYZ to the result node. i connected “localPosition” node to the “world aligned texture” node, in the "world position (v3) input or whatever its called. so my texture stays with the static mesh, not the world position, but when i rotate the texture doesn’t move with the mesh, only when i move it xyz it does. so i wanted to know is there any way i could align the texture so it stays with the static mesh when i rotate the mesh. thank you.

Keep in mind that if you dont have any uv’s on your mesh, lightmaps wont bake properly… so one way or the other you will need to create a uv-map.

additionally: Are there any nodes in the material editor with like absolute world position, but without the rotation factor? - Rendering - Unreal Engine Forums

Yes, Thank you, i just had problems with UV before, so i tough this could be the way to go. I fixed my issues with UV maps, so i won’t be using this node technique anymore.