We have a humanoid skeleton mesh, and we’re making a material for the “eye” section(or called sub-mesh?), in which we need to get the eye’s world position to achieve a specific effect.
But the ActorPositionWS returns the skeleton mesh actor’s position, and the ObjectPositionWS returns the whole skeleton’s primitives’ bounds center instead of the eye itself (including body, head, etc).
I know there’s a walkaround by using blueprint to get the eye’s bone position and set the param on material instance or use custom primitive data.
But is there a way to get or calculate the eye’s position directly by using material itself?