# Instance Foliage Mesh Position

**URL:** <https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990>\
**Category:** Rendering\
**Tags:** unreal-engine, Instanced-Mesh, Foliage, world-position, question\
**Created:** [March 14, 2015, 11:18pm UTC](https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990 "2015-03-14T23:18:09Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![gmc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gmc](https://forums.unrealengine.com/u/gmc)\
**Post date:** [March 14, 2015, 11:18pm UTC](https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990/1 "2015-03-14T23:18:09Z")

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So, I am trying to make a material that changes depending on the world position of the mesh. I can do this with individual meshes, but when I use the Foliage Editor and add in Instance Meshes to my scene, the Actor Position in the material gets the Instance Foliage Mesh Actor instead of each instance. Is there a way to get each instance’s position? (Can’t use bp since there is no way to get each instance of the meshes from the Foliage Mesh Actor, that I know of!) I can almost achieve this using Absolute World Position, but it is not perfect.

Any help would be great!  
–GMC

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**Author:** ![DamirH](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/damirh/32/906591_2.png) [@DamirH](https://forums.unrealengine.com/u/DamirH)\
**Post date:** [July 9, 2015, 9:33pm UTC](https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990/2 "2015-07-09T21:33:52Z")

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Hey, Have you ever managed to find a solution to this?

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**Author:** ![gmc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gmc](https://forums.unrealengine.com/u/gmc)\
**Post date:** [July 9, 2015, 9:35pm UTC](https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990/3 "2015-07-09T21:35:49Z")

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Nope! Lol, there probably is a way to do it, but I have no idea currently!

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**Author:** ![gmc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gmc](https://forums.unrealengine.com/u/gmc)\
**Post date:** [July 20, 2015, 8:05pm UTC](https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990/4 "2015-07-20T20:05:05Z")

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Well, it seems we may have an answer for this in October, according to Trello!  
https://trello.com/c/Yb76UUB0.html

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**Author:** ![Deathrey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Deathrey](https://forums.unrealengine.com/u/Deathrey)\
**Post date:** [October 5, 2016, 5:16pm UTC](https://forums.unrealengine.com/t/instance-foliage-mesh-position/310990/5 "2016-10-05T17:16:23Z")

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You should be able to get instance position if you pass Object Position node **OR** (0,0,0) chained to TransformPosition LocaTtoWorld node via custom UV, or use it for WPO…
