Is there a way to retrieve the local vertex positions in the material for an instanced static mesh instance? And by “local” I mean relative to the center or pivot of the instance (not the ISM component or actor) and factoring in rotation.
Absolutely. Transform absolute world position to local space using TransformPosition material expression. Note, that it needs to be done though custom UV or vertex interpolator material expression.
Do you have a working example? World to local space conversion doesn’t work, as noted in the TransformPosition node’s tooltip.
Aha! Pre-skinned Local Position passed through a vertex interpolator does indeed work. Cheers!
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