Actually I don’t think I went into the World Position Offset details in the thread (just World Origin Shifting, another unrelated concept I was trying to tackle) – I had intended to, sorry
I’ll see if I can come up with a breakdown on my specific WPO implementation and add a post in that thread. In the meantime I think this is what got me pointed in the right direction:
Beware that WPO isn’t currently supported by any raytracing tech in UE 4.x, or Nanite/Lumen in UE 5, and may have some other rendering gotchas that I can’t recall off the top of my head (I have pages of notes for that project that I’ll have to sift through).
Good luck!