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world displacement different than world position offset

When connecting a vector displacement map to the world position offset material input I get the proper displacement, albeit at a significantly lower than required resolution since it only affects the non tessellated vertices. However, when I connect a vector displacement map to the world displacement input on the material the vertices are displaced in incorrect directions. Further, the displacement direction changes when the mesh is rotated. Is this behavior a bug or am I misunderstanding something about the world displacement input?

This does not seem to affect vertices displaced along the vertex normal.

Product Version: UE 4.16
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asked Jun 02 '17 at 11:51 PM in Rendering

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avatar image Davision Feb 03 '18 at 03:41 PM
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You should multiply your displacement map by a vertex normal for proper results.

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answered Jun 03 '17 at 08:44 AM

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avatar image StevePeters Jun 03 '17 at 04:18 PM

That only works with heightmap based displacement. With vector displacement the results are different between the world displacement and world position offset inputs.

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