CustomUV-Values broken when used for World Position Offset

I´m trying to pass world position based UVs through the custom UVs inputs in a material. The passed data works well for color information but is broken when used as World PositionOffset. See the GIF as example:

http://i.imgur.com/8Q96BSx.gif

As you can see, in both cases the output works perfectly well for the colors. The data is exactly how I want it. BUT, when using it as World Position Offset, it breaks when it comes through the custom UVs.Note: Not only gets the mesh ripped apart, also the scaling doesn´t happen from the center anymore.

Here´s the corresponding shader networks:

You may ask why I do it that way. What I actually want is to use the new pre-skinned localposition node (UNREAL ENGINE 4.14 RELEASED) and this node can only be used when it is passed via custom UVs. At first I thought this node is broken but then I noticed that the Absolute World Position isn´t working as well. So I guess that´s a better test-case.

Hi iLegacy,

This was answered in another post: CustomUV-Values broken when used for World Position Offset - Rendering - Epic Developer Community Forums

Feel free to leave a comment if that doesn’t meet your needs.

Cheers,

Ed