How do I sample LocalPosition in material of SkeletalMesh before pose deformation is applied?

I’m working on a simple rigged cube with a squash-and-stretch UE material. I’ve got my material working the way I intend in the bind pose, using the local coordinate space to mask the world position offset. However, when I pose the mesh, it seems that the local position stretches with the pose rather than being the original mesh’s object space.

How should I keep sampling the original model’s local position regardless of pose?

Material graph:

Actor in scene with no pose:


Actor once the pose has been moved…:



Would just using a second UV set projected across the vertical axis be the way to go?

…Second UV set did the trick. This is a simple case, but I wonder if there is a way to get bind-pose local position in Materials.