[Material]: Rotate About Axis, Relatively?
I'm quite the pleb when it comes to materials, but I'm starting to get the hang of it.
I'm currently working on a little template and have come to where I'm working on implementing power-ups, my goal is to use instanced static meshes as much as I can for performance reasons.
But since I want my power-ups to rotate along the Z-axis, having to loop through all the instances to apply rotation doesn't sound very efficient.
So I did some research and found that there's this RotateAboutAxis node which more or less does exactly what I want, the only problem is - the further the object is away from 0, 0, 0 - the bigger the radius is, but I need it to spin at its original position.
In other words, if I put my mesh at 0, 0, 0 - it works exactly like I want it.
I know that this is by design, but I'm having a hard time figuring out if it's even possible to achieve what I want. Any suggestions?
This is how I've currently set up the node;
asked Jan 18 '17 at 04:57 PM in Blueprint Scripting
Pivot Point is also in world space. You can use TransformPosition(local to world) material expression with 0 0 0 plugged in as pivot point.
answered Jan 18 '17 at 05:37 PM
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