| Enumerator |
|---|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| UMETA | Local space
Absolute world space
Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.
Translated world space, i.e. world space rotation and scale but with a position relative to the camera
First person "space", which can be thought of as a transform that is applied to a position in translated world space.
View space (differs from camera space in the shadow passes)
Camera space
Particle space, deprecated value will be removed in a future release use instance space.
Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).
|
| TRANSFORMPOSSOURCE_MAX | |