Here you can see how to extract the rotation of the object itself. But I couldn’t find in the shaders of the engine how to get the rotation for each instance in ISM.
Do you mean the ‘object orientation’ node?
You might be able to convert that with a ‘transform vector’ ( you can go from world to instance space, I think…? ( not at a machine ) )
No, ObjectOrientation is not exactly what I’m looking for.
In the previous question, a similar issue was solved by creating a custom shader with this line:
float3x3 WtoL = LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal);
And then the necessary transformations are calculated. But it doesn’t work for ISM. I couldn’t find how to rewrite this line inside the UE shaders. Trying to simply insert the Transform node after the custom node does not give results.
Yes, not sure, sorry. But did see this/