THa_THu
(THa_THu)
1
Hi everyone,
I am trying to modify each InstancedStaticMesh instance position by using a render target texture and the material’s World Position Offset.
Here is my material blueprint:
But the in-game result looks weird:
As the images above, all instances have a same displacement but the color of each is different and the World Position Offset is from the color @.@
Maybe I got some wrong here, anyone can explain?
Thank!
THa_THu
(THa_THu)
2
Bump!
Even when I used another normal texture (not a Render Target one), the result looked the same.
And when I generated the HLSL code for this material, WorldPositionOffset and BaseColor were calculated as follow:
The 2 transformation processes seemed to be difference.
Can it be a bug of HLSL generation or did I misunderstand anything?