Thanks for the reply! However, I suppose I could have been a little more specific.
The main thing I’m trying to accomplish, is to get an animated actor to initially have its texture world aligned, and then somehow locked, so that the texture appears to be baked onto the mesh. A much better example would be applying a world aligned texture to a few tree actors, mainly for some texture variation, but have them animated to move with the wind, and not look like the texture is morphing because certain vertices are changing their world space location. Does that make sense?
To some, this may seem like an unnecessary thing to accomplish, but if I can get it to work, it can produce some truly powerful results. What I like so much about world aligned textures, is the fact that they appear seamless, and I would like to be able to use them for detail texturing on actors like characters, because it can cover up seams very nicely. Is what I’m trying to do even possible? I tried your method, dillzilla, and it didn’t do what I wanted.