# \#world-position-offse

**URL:** https://forums.unrealengine.com/tag/world-position-offse/2183.md

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## [Font Material Individual Letter/Character Bounce With World Position](https://forums.unrealengine.com/t/font-material-individual-letter-character-bounce-with-world-position/455661)

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**Author:** [@cupcakefury](https://forums.unrealengine.com/u/cupcakefury)\
**Replies:** 1\
**Last updated:** [October 15, 2025, 5:37pm UTC](https://forums.unrealengine.com/t/font-material-individual-letter-character-bounce-with-world-position/455661 "2025-10-15T17:37:21Z")

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Hello, I would like to know if there’s a way to make a font material with a bounce effect on each individual character. So a wave-like effect that goes across each letter. Attached below is my current setup, which cause…

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## [Camera facing foliage for trees via material](https://forums.unrealengine.com/t/camera-facing-foliage-for-trees-via-material/479427)

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**Author:** [@Kelda](https://forums.unrealengine.com/u/Kelda)\
**Replies:** 11\
**Last updated:** [September 10, 2025, 6:46am UTC](https://forums.unrealengine.com/t/camera-facing-foliage-for-trees-via-material/479427 "2025-09-10T06:46:55Z")

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Hello dear people, for the last five days i desperately searched for a way to make my tree foliage align with the camera direction via the material. Unfortunately the math-hall (2.21) solution doesn’t work because it s…

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## [Rendering pivot painter wind WPO foliage in Path Traced vs. Deferred](https://forums.unrealengine.com/t/rendering-pivot-painter-wind-wpo-foliage-in-path-traced-vs-deferred/2619806)

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**Author:** [@Kidt](https://forums.unrealengine.com/u/Kidt)\
**Replies:** 0\
**Last updated:** [July 27, 2025, 7:50am UTC](https://forums.unrealengine.com/t/rendering-pivot-painter-wind-wpo-foliage-in-path-traced-vs-deferred/2619806 "2025-07-27T07:50:13Z")

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Guys, do you have any idea or insight, why my PivotPainter Foliage Instances behave so weirdly when rendered in PT - looks a bit like they are shaking in unison instead of organically!? Important: Renders complete…

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## ["Swiss Cheese" World Partition in some areas of the World, Missing Cells / Batched Cells?](https://forums.unrealengine.com/t/swiss-cheese-world-partition-in-some-areas-of-the-world-missing-cells-batched-cells/2601889)

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**Author:** [@Crazy\_Mike](https://forums.unrealengine.com/u/Crazy_Mike)\
**Replies:** 3\
**Last updated:** [July 14, 2025, 5:39pm UTC](https://forums.unrealengine.com/t/swiss-cheese-world-partition-in-some-areas-of-the-world-missing-cells-batched-cells/2601889 "2025-07-14T17:39:37Z")

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anybody had this weird World Partition behavior seen in the video? all of the content in the cells are identical (landscape proxy+some scattered small meshes) pretty much tried everything short of looking into making my …

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## [4.26 Water Plugin: How to find the accurate Z-Height of the surface of the water?](https://forums.unrealengine.com/t/4-26-water-plugin-how-to-find-the-accurate-z-height-of-the-surface-of-the-water/488539)

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**Author:** [@Xi\_VENOM\_iX](https://forums.unrealengine.com/u/Xi_VENOM_iX)\
**Replies:** 3\
**Last updated:** [March 25, 2025, 1:17pm UTC](https://forums.unrealengine.com/t/4-26-water-plugin-how-to-find-the-accurate-z-height-of-the-surface-of-the-water/488539 "2025-03-25T13:17:31Z")

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I am trying to find a long term solution for accurately positioning pawns on the surface of the water. The buoyancy component isn’t how I want them all to function; I only want loose smaller objects like barrels to be ph…

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## [Rotate mesh through material using World Position Offset](https://forums.unrealengine.com/t/rotate-mesh-through-material-using-world-position-offset/435912)

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**Author:** [@blink7](https://forums.unrealengine.com/u/blink7)\
**Replies:** 9\
**Last updated:** [July 4, 2024, 1:02am UTC](https://forums.unrealengine.com/t/rotate-mesh-through-material-using-world-position-offset/435912 "2024-07-04T01:02:34Z")

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Hi there, I’m trying to rotate a mesh (box) around different axises, but I’m not good in this… For now I can only rotate separately by Y or Z, but when I change angles around both axises at the same time, the mesh is ge…

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## [Keeping mesh centered in view when using RotateAboutAxis to face camera](https://forums.unrealengine.com/t/keeping-mesh-centered-in-view-when-using-rotateaboutaxis-to-face-camera/1896812)

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**Author:** [@narval\_o](https://forums.unrealengine.com/u/narval_o)\
**Replies:** 0\
**Last updated:** [June 9, 2024, 9:00pm UTC](https://forums.unrealengine.com/t/keeping-mesh-centered-in-view-when-using-rotateaboutaxis-to-face-camera/1896812 "2024-06-09T21:00:20Z")

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Hello! I’m using a material to rotate a mesh differently for each player, depending on their camera’s rotation. Here is my node setup : Basically, I want to apply a sort of billboard effect to my mesh, except my me…

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## [Disabling instance culling completely on a UInstancedStaticMeshComponent](https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693)

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**Author:** [@The\_untextured](https://forums.unrealengine.com/u/The_untextured)\
**Replies:** 0\
**Last updated:** [April 21, 2024, 11:33pm UTC](https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693 "2024-04-21T23:33:10Z")

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The title says it all, is it possible to completely disable culling on an individual UInstancedStaticMeshComponent? I figured out that I should make a child class of it, and of FInstancedStaticMeshSceneProxy in order to…

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## [How to get Niagara Particle hit data for a Mesh with WPO/PivotPainter material?](https://forums.unrealengine.com/t/how-to-get-niagara-particle-hit-data-for-a-mesh-with-wpo-pivotpainter-material/1779583)

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**Author:** [@diModrone](https://forums.unrealengine.com/u/diModrone)\
**Replies:** 1\
**Last updated:** [April 1, 2024, 5:02pm UTC](https://forums.unrealengine.com/t/how-to-get-niagara-particle-hit-data-for-a-mesh-with-wpo-pivotpainter-material/1779583 "2024-04-01T17:02:46Z")

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Hi UE forum. I’m looking for a way how to create a trigger for a mesh (with animated material PivotPainter) by touch of a Niagara particle Now: 7 skeletal mesh with PivotPainter material Niagara fountain GPUcomput…

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## [How can a mesh be detected by shooting from Line Trace and hitting a WPO material?](https://forums.unrealengine.com/t/how-can-a-mesh-be-detected-by-shooting-from-line-trace-and-hitting-a-wpo-material/1780393)

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**Author:** [@diModrone](https://forums.unrealengine.com/u/diModrone)\
**Replies:** 2\
**Last updated:** [March 31, 2024, 9:52pm UTC](https://forums.unrealengine.com/t/how-can-a-mesh-be-detected-by-shooting-from-line-trace-and-hitting-a-wpo-material/1780393 "2024-03-31T21:52:41Z")

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Guys, what if the Line Trace + Break Hit Result ends up in the point where the material is currently located, which is shifted by the World Position Offset (y -4000px, for example), and not in the static mesh itself on w…

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## [Material Based Tire Deformation](https://forums.unrealengine.com/t/material-based-tire-deformation/1696611)

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**Author:** [@MiscellaneousMyth](https://forums.unrealengine.com/u/MiscellaneousMyth)\
**Replies:** 0\
**Last updated:** [February 18, 2024, 4:05am UTC](https://forums.unrealengine.com/t/material-based-tire-deformation/1696611 "2024-02-18T04:05:22Z")

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Hello! I was hoping someone out there might be able to walk me through the steps to creating a realistic tire deformation material. Not a physics-based thing, just a simple material that when the tire material touches i…

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## [Animation jitter when far away from world origin](https://forums.unrealengine.com/t/animation-jitter-when-far-away-from-world-origin/332645)

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**Author:** [@jonimake](https://forums.unrealengine.com/u/jonimake)\
**Replies:** 19\
**Last updated:** [December 25, 2023, 4:55pm UTC](https://forums.unrealengine.com/t/animation-jitter-when-far-away-from-world-origin/332645 "2023-12-25T16:55:10Z")

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This can apparently be fixed by using world origin rebasing, too bad I can’t use it because the game is supposed to be a multiplayer game. The weapon is attached to the hand\_r bone and hand\_r bone is transformed so that…

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## [Vertex color for WPO character deformation?](https://forums.unrealengine.com/t/vertex-color-for-wpo-character-deformation/491145)

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**Author:** [@cpenny20](https://forums.unrealengine.com/u/cpenny20)\
**Replies:** 4\
**Last updated:** [November 24, 2023, 2:25am UTC](https://forums.unrealengine.com/t/vertex-color-for-wpo-character-deformation/491145 "2023-11-24T02:25:26Z")

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Hello! I have sculpted a deformation mesh from my main character mesh, baked the vertex positions into the vertex colors of the character mesh, and am feeding it into the WPO input. I am trying to create a material that…

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## [simple grass wind material not working on a specific static mesh](https://forums.unrealengine.com/t/simple-grass-wind-material-not-working-on-a-specific-static-mesh/438341)

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**Author:** [@cavesrd](https://forums.unrealengine.com/u/cavesrd)\
**Replies:** 2\
**Last updated:** [November 17, 2023, 2:04pm UTC](https://forums.unrealengine.com/t/simple-grass-wind-material-not-working-on-a-specific-static-mesh/438341 "2023-11-17T14:04:22Z")

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Hey there! I’m having trouble figuring out why my simple grass wind animation doesn’t appear on a specific fern mesh. for comparison, I applied the same material instance to a sphere with all matching settings and the an…

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## [The Shadow Problem of Nanite Mesh Using WPO Materials](https://forums.unrealengine.com/t/the-shadow-problem-of-nanite-mesh-using-wpo-materials/1326765)

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**Author:** [@Anonymous\_33fa8cc5ffe4885a94ac8481b4179e36](https://forums.unrealengine.com/u/Anonymous_33fa8cc5ffe4885a94ac8481b4179e36)\
**Replies:** 2\
**Last updated:** [October 10, 2023, 1:17am UTC](https://forums.unrealengine.com/t/the-shadow-problem-of-nanite-mesh-using-wpo-materials/1326765 "2023-10-10T01:17:09Z")

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The following are the effects of the two solutions I have tried Option A: Use nanite mesh+lumen+hardware light tracing As shown in the figure : The shadow calculated by hardware light tracing is based on Nanite fallbac…

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## [Update Landscape Material to use "Bake Material Position Offset Into Collision" at runtime](https://forums.unrealengine.com/t/update-landscape-material-to-use-bake-material-position-offset-into-collision-at-runtime/1187022)

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**Author:** [@sebbert3110](https://forums.unrealengine.com/u/sebbert3110)\
**Replies:** 2\
**Last updated:** [September 21, 2023, 9:33am UTC](https://forums.unrealengine.com/t/update-landscape-material-to-use-bake-material-position-offset-into-collision-at-runtime/1187022 "2023-09-21T09:33:29Z")

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Hi there, I’m making small height changes to the landscape at runtime using WorldPostionOffset and RVT. The Landscape Mesh is correctly changed, but the collision of the landscape is not updated accordingly at runtime. …

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## [World Position Offset in Clip Space](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679)

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**Author:** [@foberokubo](https://forums.unrealengine.com/u/foberokubo)\
**Replies:** 5\
**Last updated:** [December 17, 2020, 7:30pm UTC](https://forums.unrealengine.com/t/world-position-offset-in-clip-space/428679 "2020-12-17T19:30:11Z")

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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),V…

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## [Occlusion Culling and Material world position offset](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674)

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**Author:** [@ConcreteGames](https://forums.unrealengine.com/u/ConcreteGames)\
**Replies:** 3\
**Last updated:** [May 26, 2023, 12:58pm UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674 "2023-05-26T12:58:27Z")

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Hi there. I’m using Instanced static meshes in a BP and a shader on those meshes that generates a world position offset. There seems to be an occlusion culling when turning the camera and I would like to bypass it. I …

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## [Boyancy using world position offset](https://forums.unrealengine.com/t/boyancy-using-world-position-offset/428642)

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**Author:** [@Freudian](https://forums.unrealengine.com/u/Freudian)\
**Replies:** 1\
**Last updated:** [May 24, 2023, 11:57pm UTC](https://forums.unrealengine.com/t/boyancy-using-world-position-offset/428642 "2023-05-24T23:57:51Z")

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Hi, I am attempting to pass co-ordinate information to a blueprint class to allow it to bob up and down on water. However, after some searching, I have discovered it not being an easy task. I am currently using World Pos…

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## [Has anyone solved the dark artifacts on RTX foliage yet?](https://forums.unrealengine.com/t/has-anyone-solved-the-dark-artifacts-on-rtx-foliage-yet/481929)

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**Author:** [@padraigmcalister](https://forums.unrealengine.com/u/padraigmcalister)\
**Replies:** 2\
**Last updated:** [March 27, 2023, 6:59pm UTC](https://forums.unrealengine.com/t/has-anyone-solved-the-dark-artifacts-on-rtx-foliage-yet/481929 "2023-03-27T18:59:27Z")

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Hi guys. I know this question has been asked before but I haven’t seen much activity on it recently. The issue is basically dark shading artifacts on foliage when using ray tracing. This is on a megascans asset but i kno…

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## [New vertex normal after WPO](https://forums.unrealengine.com/t/new-vertex-normal-after-wpo/770377)

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**Author:** [@digitalbug](https://forums.unrealengine.com/u/digitalbug)\
**Replies:** 5\
**Last updated:** [February 19, 2023, 1:24pm UTC](https://forums.unrealengine.com/t/new-vertex-normal-after-wpo/770377 "2023-02-19T13:24:58Z")

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Hi! I have a mesh (straight cylinder or other). I deformed it with the help of WPO. I shifted it in space and bent it. The green arrows are the original mesh vertex normals. How to find a new direction of vertex norma…

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## [WPO shadows are very bad](https://forums.unrealengine.com/t/wpo-shadows-are-very-bad/763609)

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**Author:** [@Agint](https://forums.unrealengine.com/u/Agint)\
**Replies:** 5\
**Last updated:** [February 4, 2023, 3:58pm UTC](https://forums.unrealengine.com/t/wpo-shadows-are-very-bad/763609 "2023-02-04T15:58:10Z")

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On the left I have a mesh with waves, and on the right is a flat plane with 100x100 subdivisions: The material on these two are identical, a standard material with a grey color, except on the right I have added a wav…

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## [UE4 4.26 New Water system access to displacement map?](https://forums.unrealengine.com/t/ue4-4-26-new-water-system-access-to-displacement-map/477785)

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**Author:** [@OMGconex](https://forums.unrealengine.com/u/OMGconex)\
**Replies:** 1\
**Last updated:** [October 6, 2022, 1:55am UTC](https://forums.unrealengine.com/t/ue4-4-26-new-water-system-access-to-displacement-map/477785 "2022-10-06T01:55:50Z")

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Hello i’ve been doing some tests with the new water that came with 4.26, i’ve been trying to make my own foam that i want to form on the peaks of the waves, i usually used the heightmap of the waves but the way the ne…

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## [4.18 - Leap Motion : Position to WorldPosition](https://forums.unrealengine.com/t/4-18-leap-motion-position-to-worldposition/409498)

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**Author:** [@anon90886902](https://forums.unrealengine.com/u/anon90886902)\
**Replies:** 2\
**Last updated:** [September 20, 2022, 3:30am UTC](https://forums.unrealengine.com/t/4-18-leap-motion-position-to-worldposition/409498 "2022-09-20T03:30:23Z")

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Hi, I’m currently new to the leap motion and there are few things that I don’t understand. I’m using getnamo plugin but I can’t manage to get the world position of the floating hands. I can use some tricks like translat…

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## [Mesh particle(use local space) with world position offset (local space to world space) is not working properly](https://forums.unrealengine.com/t/mesh-particle-use-local-space-with-world-position-offset-local-space-to-world-space-is-not-working-properly/472416)

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**Author:** [@Anonymous\_d7d94bfc69cf82975b38cef412cffdbb](https://forums.unrealengine.com/u/Anonymous_d7d94bfc69cf82975b38cef412cffdbb)\
**Replies:** 2\
**Last updated:** [June 16, 2022, 3:02pm UTC](https://forums.unrealengine.com/t/mesh-particle-use-local-space-with-world-position-offset-local-space-to-world-space-is-not-working-properly/472416 "2022-06-16T15:02:09Z")

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“use local space” optioned mesh particle with world position offset (local space to world space) material is not working properly in 4.25. (confirmed working in 4.21) This means static mesh morph target node is not work…

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## [How to fix angular offset with "look at cursor" function in the top down template](https://forums.unrealengine.com/t/how-to-fix-angular-offset-with-look-at-cursor-function-in-the-top-down-template/429512)

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**Author:** [@anonymous\_user\_91c926f3](https://forums.unrealengine.com/u/anonymous_user_91c926f3)\
**Replies:** 4\
**Last updated:** [June 1, 2022, 10:52pm UTC](https://forums.unrealengine.com/t/how-to-fix-angular-offset-with-look-at-cursor-function-in-the-top-down-template/429512 "2022-06-01T22:52:55Z")

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Hi there, i am trying to make a top down shooter. i did change the controls so that my character always looks at the cursor. For some reason, i do get kind of an offset when i am shooting diagonally. Here you can …

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## ["World position offset" Causing weird black shadow in foliage when using RTX render.](https://forums.unrealengine.com/t/world-position-offset-causing-weird-black-shadow-in-foliage-when-using-rtx-render/470032)

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**Author:** [@sabbir](https://forums.unrealengine.com/u/sabbir)\
**Replies:** 3\
**Last updated:** [November 25, 2021, 12:32pm UTC](https://forums.unrealengine.com/t/world-position-offset-causing-weird-black-shadow-in-foliage-when-using-rtx-render/470032 "2021-11-25T12:32:09Z")

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I am using unreal 4.25, with rtx render enable for my level. When using foliage with the material property of “World position offset”, it causing weird shadow. When “world position offset” is disconnected When “wor…

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## [How to save the location of a player with world origin shifting](https://forums.unrealengine.com/t/how-to-save-the-location-of-a-player-with-world-origin-shifting/465197)

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**Author:** [@bouwmeester2003](https://forums.unrealengine.com/u/bouwmeester2003)\
**Replies:** 1\
**Last updated:** [November 12, 2021, 9:09am UTC](https://forums.unrealengine.com/t/how-to-save-the-location-of-a-player-with-world-origin-shifting/465197 "2021-11-12T09:09:19Z")

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How can i save and load the location of the player with the world origin shifting system

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## [Sliding an object on x axis in VR](https://forums.unrealengine.com/t/sliding-an-object-on-x-axis-in-vr/490525)

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**Author:** [@Screechfx](https://forums.unrealengine.com/u/Screechfx)\
**Replies:** 0\
**Last updated:** [November 2, 2021, 11:05pm UTC](https://forums.unrealengine.com/t/sliding-an-object-on-x-axis-in-vr/490525 "2021-11-02T23:05:12Z")

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Hey guys, I am trying to slide an object on an axis only From the pickup cube I am trying to use the difference between the “Arrow” and the “Cube” to translate the door on x axis. For some reason as soon as I grab the…

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## [Snow/Mud Trails - Explanation of PC/Mobile Differences](https://forums.unrealengine.com/t/snow-mud-trails-explanation-of-pc-mobile-differences/478309)

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**Author:** [@Oatssss](https://forums.unrealengine.com/u/Oatssss)\
**Replies:** 1\
**Last updated:** [October 28, 2021, 6:52am UTC](https://forums.unrealengine.com/t/snow-mud-trails-explanation-of-pc-mobile-differences/478309 "2021-10-28T06:52:20Z")

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Hello! I followed this tutorial to create snow trails: Creating Snow Trails in Unreal Engine 4 | Kodeco Since mobile doesn’t support tessellation, I modified it to use World Position Offset with a highly subdivided plan…

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