[ATTACH=JSON]{“data-align”:“center”,“data-size”:“custom”,“data-tempid”:“temp_204381_1602042639174_816”,“height”:“622”,“title”:“image_204361_a.jpg”,“width”:“1000”}[/ATTACH]
https://forums.unrealengine.com/core/image/gif;base64
What’s that part doing, with reference to the video? It seems like it might be a problem for the cliffs sticking out when pushing the sand in (or is it the sand is sticking out when pushing the cliffs in?). What I’m getting at is the operation I highlighted is taking XY, masking the X channel, and then making a float3 vector that’s multiplied by the Displace float3 of the triplanar cliff 1. It seems it removes the X vector of the whole float3, causing it to constrain the change (in video) along the XY axis. It would be expected based on the WorldAlignedTexture node to get constrained based on the XY world coordinates. Yet, in effect, it appears the shelving that’s occurring is somehow from the XY > Mask X > MakeFloat3.