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How do I lock my noise in place and then move my mesh while the noise remains static

I have a procedural material on some planets and I have subtracted from the position of the noise in the material so as to offset the movement of the noise when the planets are in orbit around the sun. The planets are created from a master blueprint that controls their movements, also they slightly rotate as they orbit. When I subtract from the position of the noise the planets do indeed stop changing as they orbit, but when this happens they stop rotating. I think they are rotating but the noise is not moving so it looks like the planet is moving. I have lots of code so let me know if there is a picture needed of some blueprints that pertains to this problem.alt textalt textalt textalt text

Product Version: UE 4.15
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asked Mar 11 '17 at 09:33 PM in Blueprint Scripting

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poor
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Ha! my planets were rotating. Even when a satellite like our moon orbits the earth and always faces us it still rotates. So sorry. I guess I did'n't have a good question. This code works though. Added additional rotation to the planets now and the material is still static.

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answered Mar 13 '17 at 02:18 PM

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poor
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