Hey everyone! I have a vertex offset question that is giving me some trouble in Unreal. Does anyone know how to set up vertex offset that is local to the mesh instead of world space? I want to offset verts by vertex normal local to the mesh if that makes sense, so that when I rotate an object in the world the vertex offset rotates and stays consistent to the mesh. Right now, if I rotate the object that has the vertex offset, that vertex offset will change and go in different directions based on the objects rotation/position which is great for some things, but not when I want to have this offset applied to the same objects in a scene all rotated at different angles.
To provide an example, say I am using a vector 3 with some sin waves plugged into x and I want that vertex offset to stay consistent no matter the rotation of the mesh.
Does anyone have a solution to this? I tried a transform vector (world to local) node receiving VertexNormalWS but that didn’t seem to do the trick for me.