# WorldPosition node output broken on mobile

**URL:** <https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283>\
**Category:** Rendering\
**Tags:** mobile-preview, es2, unreal-engine, iOS, world-position, shader, question\
**Created:** [May 13, 2016, 3:11am UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283 "2016-05-13T03:11:24Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Spoondog](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Spoondog](https://forums.unrealengine.com/u/Spoondog)\
**Post date:** [May 13, 2016, 3:11am UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/1 "2016-05-13T03:11:24Z")

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The “WorldPosition (Excluding Material Offsets)” node outputs invalid coordinates in both the mobile previewer and on an iOS device. It appears to just output 0.0. Here is a picture of the example setup in 4.12:

 ![90408-worldcoords_mat.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/c/9cc7b1535a5edec649aa3906f3f8bc422f51d9c9.png)

And here is a [4.12 Example project][2].

To reproduce:

1. Drop the map and material into a blank 4.12 project.
2. Open WorldCoords\_Bug.umap and run it in the mobile previewer or on an iOS device.
3. Note that the texture appears as a flat color.

Here is a comparison vs PC:

 ![90409-worldcoords_shots.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/4/4/e44a945e9dffa260279f0a89419f6c83e3f282cd.png)

Note that if you use “WorldPosition (_Including_ Material Offsets)”, it does output coordinates but they still don’t come out as expected on the device, compared to PC ([link][4]).

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**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [May 13, 2016, 2:35pm UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/2 "2016-05-13T14:35:29Z")

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Hello Spoondog,

Thank you for taking the time to write up this verbose bug report. Fortunately, this issue has been caught and reported already as UE-25532.

Once a fix has been made, it will be added to the list of known and fixed issues to the next upcoming major engine release or hotfix.

Thank you,

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**Author:** ![Spoondog](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Spoondog](https://forums.unrealengine.com/u/Spoondog)\
**Post date:** [May 13, 2016, 8:08pm UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/3 "2016-05-13T20:08:36Z")

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Ok that’s good to know, thanks.

I need this feature for mapping custom drawn shadows to the world, and am intending to release on three platforms in about 2 months, so please consider this “community interest +1” 🙂

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**Author:** ![byteparrot](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@byteparrot](https://forums.unrealengine.com/u/byteparrot)\
**Post date:** [June 19, 2016, 4:41pm UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/4 "2016-06-19T16:41:46Z")

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Hey guys/girls,  
is there any update on this issue?

We are currently working on a multiplatform project where the materials are applied to a random generated terrain using the absolute world position and because we are also using the material offset quite heavilly I need the position excluding the material offset but like Spoondog said the result is just a flat color on iOS.

So is there a workaround for getting the world pos excluding offset or do we have to wait until this is fixed? If we have to wait, when can we expect a fix for this?  
Best regards, Joey

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**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [June 21, 2016, 4:10pm UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/5 "2016-06-21T16:10:40Z")

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The issue is still unresolved at the moment, but has been marked to be fixed for an upcoming major engine release. This is all the information I have at this moment.

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**Author:** ![anonymous\_user\_73fc2e7a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_73fc2e7a](https://forums.unrealengine.com/u/anonymous_user_73fc2e7a)\
**Post date:** [June 28, 2016, 10:13am UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/6 "2016-06-28T10:13:13Z")

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I am also experiencing this issue. Thanks for the update!  
Community interest +1 😉

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**Author:** ![anonymous\_user\_ff95e976](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ff95e976](https://forums.unrealengine.com/u/anonymous_user_ff95e976)\
**Post date:** [October 26, 2017, 12:36pm UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283/7 "2017-10-26T12:36:22Z")

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I am also interested in this issue.  
The world position is also used in the fog of war, which causes problems on the mobile.
