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.
EDIT:
Here the Material
Somebody help me please



