I see. So, snapping the UV and doing something in the post process scanner based on abs world position requires being able to utilize the UV at world position…hence the need for a UV input in the World Position node. Then it’s connected in the blueprint, and doesn’t require a bunch of extra connections and math to get the values of UV and abs world pos where they line up, and so forth.
I was thinking how the material editor is quite limiting sometimes in terms of how to combine data points without having to use an extensive workaround that can require more time and effort than if the capacity to do it was already there in a simpler form.