Customized UV result does not work in WPO
Simple to recreate: - add a customized UV to your material - plug any scalar parameter in that customized UV input - Add a texCoord node with the Custom UV index - plug that texcoord node in the World Position Offset Input
Changing the scalar paremeter has no effect on the world position offset. Pluggin the TexCoord in any other material input like Base Color has a effect.
asked Aug 29 '17 at 02:19 PM in Bug Reports
WPO is already evaluated per vertex, so there is no point in trying to pass it via custom UV and location of instanced static meshes should be available the conventional way.
answered Aug 29 '17 at 04:58 PM
I didn't get what you expect when plug scalar to UV.
You need to multiply UVcoord with scalar or vector2 and then plug to CustomizedUVs input.
answered Aug 29 '17 at 02:39 PM
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