Material Local Space and Instanced Static Meshes

meinukey
Sun, 14 Aug 2016 21:58:41 +0000
Asset Creation

Hi people. I’m working with materials on Instanced Static Meshes and I’m noticing that when transforming positions to Local Space in the Material Editor (I’m specifically using the ObjectPivotPoint node), I always get the pivot point for the Instanced Static Mesh component (or the actor that owns it, not sure), but not each instance’s pivot point.
I’m doing cylindrical billboarding around the local X axis using World Position Offset, which works wonders on separate meshes. But on lots of instanced mesh sheets, which as well are segments of a lightning bolt, I’m always getting the same location for the pivot point. And since I need a reference of the camera location respect of the object space, this leads to incorrect behaviour. And the local X axis i’m getting is wrong also.

Help is appreciated.

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