How could you reliably get a single depth/distance value of an object within a material?
Using something like the depth buffer provides a separate value for each pixel, which warps textures when used for their UV input. I’m trying to figure out a way to get a single depth value without just getting a distance value from a blueprint during runtime.
ps. I google, then found out algorithm (formula) that creates pseudo random number based on actor (or object) world location. So it will always have same random for same location. So if you want it i can dig project and post.