[USER=“3140864”]MostHost LA[/USER] I think it can be done as @TheJamsh mentioned above. I never used custom nodes for vertex operations myself and ideally to try things out, you need to plug as much regular material nodes into the custom node and see which is the data you can get out of them via debug value nodes. I have ported several stuff made in Unity and ShaderToy just for fun using custom nodes, it is something I do to expand my mind when working with Unreal projects. While doing that I realize the simple way to get the node Time functionality is just feed it to a custom node’s input pin and the same practice is advisable for other nodes, main reason is to avoid as much as possible to use inside the custom node any MaterialExpressionXXXX, which when the node suffers changes it might break compatibility in later engine releases.