# World Position Offset in Clip Space

**URL:** <https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679>\
**Category:** Community & Industry Discussion\
**Tags:** world-position-offse, vertex-position, unreal-engine, transform, custom, question\
**Created:** [July 4, 2018, 11:26am UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679 "2018-07-04T11:26:15Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![foberokubo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@foberokubo](https://forums.unrealengine.com/u/foberokubo)\
**Post date:** [July 4, 2018, 11:26am UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679/1 "2018-07-04T11:26:15Z")

</div>

I am trying to deform mesh in clip space coordinates. To transform vertex position I use two custom nodes using:

for transform to Clip:

```
mul(float4(In.xyz,1),View.WorldToClip)

```

and back to world:

```
mul(float4(In.xyz,1),View.ClipToTranslatedWorld)

```

But for some reason example below creates orthographic projection…  
In example blow, expected result should be- **no deformation**.

 ![246179-clip-space.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/5/1/6515674a6f63101699a58a04d560efa7e0afbae7.png)

How to get Word to Clip and Reversed transformation in Material Editor?

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<div class="post-metadata">

**Author:** ![00k](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@00k](https://forums.unrealengine.com/u/00k)\
**Post date:** [October 7, 2018, 1:12am UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679/2 "2018-10-07T01:12:51Z")

</div>

Did you ever find a solution to this?

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<div class="post-metadata">

**Author:** ![foberokubo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@foberokubo](https://forums.unrealengine.com/u/foberokubo)\
**Post date:** [October 7, 2018, 7:11pm UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679/3 "2018-10-07T19:11:02Z")

</div>

unfortunately, no

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<div class="post-metadata">

**Author:** ![maxmayaxsi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@maxmayaxsi](https://forums.unrealengine.com/u/maxmayaxsi)\
**Post date:** [December 26, 2018, 8:42am UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679/4 "2018-12-26T08:42:18Z")

</div>

Try CameraOffset node?

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<div class="post-metadata">

**Author:** ![mrjookie123](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mrjookie123](https://forums.unrealengine.com/u/mrjookie123)\
**Post date:** [November 19, 2020, 5:48am UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679/5 "2020-11-19T05:48:11Z")

</div>

Use `View.ClipToWorld instead` of `View.ClipToTranslatedWorld`.

// World = TranslatedWorld - PreViewTranslation  
// TranslatedWorld = World + PreViewTranslation

> **[Coordinate Space Terminology](https://docs.unrealengine.com/4.27/en-US/Basics/Actors/CoordinateSpace/)**
>
> Explanations of the various coordinate spaces used in Unreal Engine.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_da2366d7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_da2366d7](https://forums.unrealengine.com/u/anonymous_user_da2366d7)\
**Post date:** [December 17, 2020, 7:30pm UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679/6 "2020-12-17T19:30:11Z")

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If you do this, the operations are inverses of each other:

 ![325070-worldtoclip.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/d/8/1d87ed94b4703cc427545f283132c009f5fd96ed.png)
