# Niagara and meshes with world position offset material

**URL:** <https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125>\
**Category:** FX\
**Tags:** unreal-engine\
**Created:** [August 13, 2020, 3:56pm UTC](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125 "2020-08-13T15:56:06Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![swampmonster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@swampmonster](https://forums.unrealengine.com/u/swampmonster)\
**Post date:** [August 13, 2020, 3:56pm UTC](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125/1 "2020-08-13T15:56:06Z")

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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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**Author:** ![EvgenyNesterov](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/evgenynesterov/32/630587_2.png) [@EvgenyNesterov](https://forums.unrealengine.com/u/EvgenyNesterov)\
**Post date:** [October 6, 2021, 9:36am UTC](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125/2 "2021-10-06T09:36:21Z")

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may be help you this tutorial

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/9/0/390ad49fbe4fdc28718510aafc1245ebdd3aff01.jpeg "Birds Flock | Unreal Engine Niagara Tutorials | UE4 Niagara Bird Flock") ](https://www.youtube.com/watch?v=eS204I4UJjg)

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**Author:** ![swampmonster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@swampmonster](https://forums.unrealengine.com/u/swampmonster)\
**Post date:** [December 5, 2021, 3:57am UTC](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125/3 "2021-12-05T03:57:41Z")

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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.

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**Author:** ![Step\_bro1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Step\_bro1](https://forums.unrealengine.com/u/Step_bro1)\
**Post date:** [August 11, 2026, 12:47pm UTC](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125/4 "2026-08-11T12:47:05Z")

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Hey  
I know I’m super late, but I came to this forum because I had a similar issue.  
What I’ve discovered is that there are separate nodes for particle position, direction, speed, and a hell of a lot of other nodes for Niagara particles. Hope this helps.
