World Position Offset gives a weird result

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!

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?