Lighting and World Position Offset incompatibility

I’m using a material function to achieve a “World Curvature” effect based on the distance between objects and the camera (from here).

However, when trying to add lights to the scene, I found out that the lighting is not evaluated in the way I would like to. The lights of the scene are in their location, so as soon as the world curvature effect kicks in, the lighting goes off position.

Here’s the level view with the World Curvature effect disabled

And here’s the same level view now with the World Curvature effect enabled, where the yellow pillar is not affected by the white light anymore

Is there any way to light scenes using this world curvature effect, so the lighting is respected when playing and moving around? Any help or alternative ideas are appreciated

The light isn’t going off position, everything else is moving and the light is staying the same.
You would need to apply the same positional offset to the lights position as everything else for it to synchronize.
In an unrelated note, keep in mind WPO is a visual effect and it won’t alter the collisions / hitboxes of these distorted meshes. This may cause issues in gameplay when using these kinds of effects.