Your thoughts on and comments to Volume Rendering in Unreal Engine 4.

I think I am misunderstanding something here. I have a parameter collection that is updated with the position and orientation of a plane I use to cut the volume. However, when I try to transform the vectors I get nonsensical results.

Since the data I store is saved in the world space I needed to transform it to the local space to properly cut the volume.

And then all I do inside the custom node is check if the dot product is < 0 and if so, set the opacity to 0 to ignore it. float clip = dot(normalize(CPPos - CurPos), CPUp);

TranformPosition only supports transforming INTO the World space, so i tried changing it, but similar results emerged.
Any idea what I am doing wrong?