Ok, so I did some more research. I found out that the SphereMask it not really a sphere. What it does, is get the distance between A and B input and check that against the radius value. If you use 3 value input, it will act as a vector, so it will go in 3 dimensions ( someone correct me here if there’s a better explanation ).
For me to make it cylindrical, I took the axis which to stretch the sphere to, and made that value the same for the absolute world location of the object and the location the material is at. That way it will make it sort of cylindrical.
I’ve attached the material function Blueprint. You can attach that to the opacity mask of your material.
I hope this makes sort of sense and will help you further in your process.
