What exactly does WorldPosition node outputs?

If I mask one channel of the three , then connect it to a TextureSample node, I found that I will get a texture , which compared to its original state , was scaled to 1/100 , which makes the mesh ( and the texture on it) look like white( or grey) ,unless I move my camera near to see the exact , and the original texture can only be seen by this manner because it is too small.
Also , if I mask Z , then turn to top view , I found that it seems that UE projects an image upon the mesh , which manifests as the side faces are all abnormal with improper texture stretching.
What’s more,
After simulating in MAYA (See my uploaded) , this node(world position) gives me a feel that it regards the positive direction as 1, the negetive direction as 0 , applying this algorithm to all the three axis X,Y,Z , and the final result is 8 boxes assigned to 8 different colors representing from 000B to 111B , 8 different possibility made by 3 axis 2 potential.
But.
Doesn’t it output coordinate?
Why can’t I see any possible gradient color e.g. a value between 0~1 , valued at 0.5 , making the mesh grey a little?



It outputs the actors position in world space as a V3. You don’t see a gradient because unless the actor less than one unit away from the world origin, most or all of the numbers will be greater than 1 or less than -1. You can’t visually represent a gradient going from world space X: 50-57 in the R channel, for example, without doing so extra math since all numbers between 50-57 would simply just look white because they’re greater than one.
For example, if you subtract the objects position from the world position you will end up with a gradient from the objects origin position. Dividing by the objects local bounds will bring the gradient to a range that can be represented in -1 to 1 space.

Right, to be completely accurate it is truly the pixel’s location in world space. Poor choice of words.
The important thing is just that there is indeed a gradient, its just not obvious when viewing the output directly due to the small size of Unreal’s world space units.