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?
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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.