UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MaterialExpressionTransformPosition.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "MaterialExpressionIO.h"
#include "Materials/MaterialExpression.h"
#include "MaterialExpressionTransformPosition.generated.h"

Go to the source code of this file.

Classes

class  UMaterialExpressionTransformPosition
 

Enumerations

enum  EMaterialPositionTransformSource : int {
  UMETA =(DisplayName="Local Space") , UMETA =(DisplayName="Local Space") , UMETA =(DisplayName="Local Space") , UMETA =(DisplayName="Local Space") ,
  UMETA =(DisplayName="Local Space") , UMETA =(DisplayName="Local Space") , UMETA =(DisplayName="Local Space") , UMETA =(DisplayName="Local Space") ,
  UMETA =(DisplayName="Local Space") , TRANSFORMPOSSOURCE_MAX
}
 

Enumeration Type Documentation

◆ EMaterialPositionTransformSource

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