I’m using world aligned texture to get a uniform smokey texture to render over a character, I want to ignore the characters UV’s. I have tried to fix the texture swimming issue, by subtracting the absolute world position with object position. But, of course this works when I select the skeletal mesh in the editor and move it around, but I think because the character is animating off its root, it’s not updating the skeletal mesh position within the animation, as in, it’s not seeing the character move, just looking at the root of the object?
Is there a way to stop the texture swimming when a character mesh is using the world aligned texture and animating away from its root? Is there a way of finding the exact vertex position in the world, so I can subtract that from the world aligned texture node?
Any help would be great