Do you mean the formula? I translated the “Triangular Prism -Bound” equation from Inigo Quilez :: fractals, computer graphics, mathematics, shaders, demoscene and more into the material as you can see above. Which shape are you trying to do?
Just to give an account of how I handled this: I needed the triangular prism shape to make certain sections of my walls “dither”. After applying the fix suggested by @expose, I got this result:
In addition to changing the location of the shape from the origin, I also had to do some rotation. Here is the final material logic. I will include the material functions I used as well.
This Material takes in a Rotation and a LocOffset. This is done in my Wall blueprint via a few Set Vector Parameter values for my material instance Dynamic.
This is the rotation portion.
The next part is pretty much the same as the picture I attached in the OP. The only difference is how I set the location of the shape (the start of the logic):



