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[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; alt text

Product Version: UE 4.14
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asked Jan 18 '17 at 04:57 PM in Blueprint Scripting

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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.

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answered Jan 18 '17 at 05:37 PM

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avatar image Dealman Jan 18 '17 at 05:43 PM

I had a feeling it was gonna be something as easy as that, I just didn't quite know what to search for in the editor.

Thanks, works exactly like I want it now!

avatar image Jemstoo Jun 26 '17 at 08:04 PM

I need to do the same thing but it don't work. I change my pivot point in UE and set it. But the mesh turn around the world position pivot, always. Can you help me please ? alt text

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