Howto use WorldPositionOffset

Hello,

i am having trouble using the WorldPositionOffset in the Material Editor. Somehow my Mesh gets deformed, and i can’t find the Reason for that…
I have a base Mesh which is a simple subdivided Quad of Size 1x1;
With the Code below i am able to transform 6 Quads to a Cube of size 1x1x1.
This is how do it in C++:



// Change to CubeSide
FVector axisA = FVector(FaceTypes[j].Y, FaceTypes[j].Z, FaceTypes[j].X);
FVector axisB = FVector::CrossProduct(FaceTypes[j], axisA);

// Change to CubeSide
FVector PointOnCube = FaceTypes[j] + (Percent.X - 0.5f) * 2.f * axisA * QuadSize + (Percent.Y - 0.5f) * 2.f * axisB * QuadSize;

*FaceTypes *contains the UpVector of each Cubeside

Here the Material Function:

](filedata/fetch?id=1837963&d=1606845509)
QuadSize is between 0.0 and 1.0
Percent is the AbsoluteWorldPosition

But somehow the Cubeside i get from this is not a perfect Quad its out of shape if you look close.
On the left is a Panel from with perfect Quad Shape on the Right my wannabe Quad.

](filedata/fetch?id=1837964&d=1606846017)
EDIT:
Here the Material

Somebody help me please :stuck_out_tongue:

Still can’t find a Solution :frowning:

I updated my Question. Still struggle to get the Result i want :frowning: