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Niagara and meshes with world position offset material

I’ve made a material that uses world position offset (actually a couple that use different variations of wpo). they work great when placing them as actors in the level. However when i put them in a niagara system, the meshes no longer distort the way i expect. i’ve tried localposition, object position, absolute world position texcoord and none of them work as they do outside of the particle system.
Is there a method that will deform niagara meshes in their local space?

may be help you this tutorial

the problem is using nodes in materials that reference local space which apparently becomes different in the static mesh particle world of niagara.
the only reliable way i have found is to bake the gradients i need as a texture applied in the material.