WorldPosition node doesn't change its origin when an origin shift occurs
Build version: 4.4.1 - 2270799
Detailed description of the issue: When an origin shift occurs, WorldPosition node inside the material editor changes its origin, regardless of WorldPositionShaderOffset setting inside the node.
This makes it difficult to use WorldPosition node, as the effect desired changes whenever an origin shift occurs. A very hacky and cumbersome workaround is changing every single material parameter after an origin shift.
Clean Repro Project Link: https://dl.dropboxusercontent.com/u/141755330/WPOffset.zip
1) Open the map named "Master"
2) Start playing the game, inside a 50 meter radius of the origin, the landscape should be yellow (directly below the platform), and the rest should be white.
3) Start moving away from the origin (yellow area) (character has modified run speed).
4) Once you move enough distance, world origin shift will occur, and the yellow area will move to the new world origin, instead of staying at the old one, regardless of shader offset setting.
Hi, yes we aware of this issue. WorldPositionShaderOffset is not related to a world origin rebasing, I don't actually know what it does. It's possible to workaround this by using absolute position tiling, if you don't need continuous values across your whole world. You will need to make two changes. Choose a wrapping value for example - 1000. Change code in UWorld::SetNewWorldOrigin function to ensure that offset is always multiple of your wrapping value. Change your materials to use remainder of WorldPosition/WrappingValue instead of just WorldPosition.
Or another way is: disable world origin rebasing in WorldSettings.
answered Sep 15 '14 at 05:21 PM
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