What does this "neutralize mesh verts" example code do?

I’ve seen this trick used in a few Epic examples.

This first was presented as a way of “collapsing [the mesh vertices] to an infinitely tiny point”, which then helps to achieve the dynamic mesh texture effect the presenter is going for. Source: [GDC 2017, Content-Driven Multipass Rendering, 5:00:40][1]

This second example I found in the Math Hall of the Content Examples project.

Both example use the same “subtract Absolute World Position, add Actor Position” trick but I don’t understand how it works, or what it does. Can anyone shed some light on its functionality?

Isn’t it for converting calculated final world position to world position offset? Just guessing though.

Regards,

Oskar

After tons of meditation I figured it out.

Essentially, - Absolute World Position + Actor Position positions every pixel in the material at the actor’s location; one point.

From there, any offset you apply will be relative to the point at the actor’s location, rather than the pixel’s original location.