I'm glad you like my thread! I haven't been able to make any posts lately because I just made a long distance move and it's going to take a little time before I have my computer set up. I can give you a more detailed breakdown when I have that ready, I think I owe someone a breakdown of the ice shader as well.
For now I'll give you a brief description and hopefully its enough(I don't have the editor on my laptop so I'm unable to show any screenshots, sorry):
1.)I am using MPC's to feed the BP location to the material. There should be a BP node "Set material prameter collection" or something like that which lets you pick your MPC from a list and set whichever Parameter you want. I do this in the Construction script.
2.) Inside the material I use the location parameter to create a Distance Field Sphere(its basically like a 3D Gradient Sphere mask), the formula for a distance field sphere is basically: [Vectorlength(location param - Worldposition) - radius] radius here being the radius you want for the sphere.
3.) I then use this sphere as a mask to interpolate between the location parameter and null. This result goes into WPO.
now you basically have an invisible sphere mask around the BP whose location you use in the material. and as you move it around the gradient of the sphere and its radius deforms whatever objects come near it, exponentially based on distance from the center of the BP. You can control deformation strength etc by dividing mask to control the gradient. I hope that makes sense, I can give a more detailed breakdown when I have my Computer set up.