Hey, I’m trying to make a triplanar projection material function (based on this UE4 Tutorial 101 — Texture Projection 2/3 - Tri-planar - YouTube) that should work with all kinds of meshes, be it landscapes, static meshes, skeletal meshes, primitives, imported, whatever.
By design when using World Space, textures don’t change position, rotation nor scale while you move the objects. Inversely, if you transform to Local Space, textures get locked onto objects, and will now move, rotate and scale with them.
I wanted to keep texture size consistent while using Local Space, and I managed to do that by dividing my Transform Position by (constant 50 divided by Object Bounds) as seen here:
However, this is only working for Unreal Primitives, doesn’t really work for Landscapes or imported Static Meshes. Any way I could achieve this?