Seamless edges on rotated faces with volume texture and pixelation

I’m using noise to texture an area in 3D, to try and get a continuous texture that can span across this entire area. With the style of my game, I’d like to be able to pixelate the texture here so I’m using a TransformVector node to translate the position from world to tangent space, quantize it, then translate it back to world space (without the transformations the pixels get messy on angled surfaces). Is there any way I can get the texture to be continuous on any faces that aren’t at 90 degree angles? I assume the problem lies somewhere in how unreal engine transforms world space to tangent space (or vice verse) that is causing the world position to end up wrong or inconsistent on angled faces. Hopefully the picture demonstrates this well enough, with the texture being consistent going from corner to corner until the corner is anything other than 90 degrees. I’ll include a picture of my code as well.