[BUG] Material Panner's Time Attribute Broken

il have to try that. The main issue is im rendering a sequence that requires me to render and composite multiple layers. And I have to render them at different points in the timeline. Im running into an issue with this fog blueprint, where the wind effect is popping. So im trying to map the timebase to sequencer keyframes rather than it depending on time. I basically need every frame to the exact same value every time I render the sequence. Multiplying by time will still give me a different result, rather than a precise/accurate value.

UPDATE
And yeah in response to what you are saying, yeah, I tried that as well. Not what im after, but its a good test to see if we can pass game time to it.

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