2D Wireframe and Unlit affected by materials

The viewport in any orthographic mode when a mesh have a material that deform it, the mesh is not even in the viewport and if you edit it to have the mesh on the location that should be at select it don’t get the hightlight properly working.

Using this shader in the mesh for example https://answers.unrealengine.com/questions/111794/how-to-create-a-vertex-shader-similar-to-subway-su-1.html

Hi Hevedy,

Do you have a sample project that this is occurring in that you can provide us with?

Thanks,

No sorry, got the account space filled. But basically you need to open a projecr or create a new one, place in the world the default box or some mesh, create a new material and add the code from the link screenshot

just need to plug that into the material world possition offset node. Then apply that material to the box of the world that is all.

Then check the box in the world and change the engine viewport perspective to some 2D top view for example, the box shouldn’t be there anymore.

And by the way , I think you’re new here ? Welcome!