creating fake mesh drag with world position offset?

Hi everyone!
I’m trying to fake some dynamics on a skeletal mesh, using world position offset.

the idea was to have some parts of the mesh lag behind when animating to achieve some fake feeling of weight.
I was planing to implement it by masking some vertex on the mesh and then using vinterp to to interpolate between the current world position offset of said vertex and their intended animated position.

the problem is I realized there is no vinterp to in the material editor and I just don’t have enough experience with world position offset.

so my question is whether its actually possible to achieve what i want in the material editor and also how should I approach it?

anyway thanks in advance for any possible insight!

Hey there, you’ll want to use physics assets and constraints with your skeleton over in the PhAT editor to achieve this in a more holistic way (as I suspect you’d run into rotational issues even if there were a vinterp you could use). Have a look at what happens to the character’s shoulder accessory in this timecode: Physics Asset Editor Updates in 4.18 | Feature Highlight | Unreal Engine Livestream - YouTube. If it’s what you’re after then the PhAT is where you want to go. Cheers :slight_smile:

Hey Duderseb!

Thanks for the PhAT suggestion.
The thing is I need to keep the effect on the material side due to external constraints, so if Its not possible to implement it in the material then I guess that’s it.

Again, thanks for the suggestion though.