Description

The preview Viewport in the Material Editor does not correctly render World Position Offset.

It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does not use the WPO, but the Base Pass does.

Steps to Reproduce

1. Download the attached test project and open.

2. Observe the sphere "Sphere", and the WPO Material causing the top half to move half it's diameter on the positive-Y axis.

3. Open that Material "/Game/M_WPO"

4. Observe the preview viewport - the WPO does not seem to be deforming the mesh.

On the sphere, where there should be no mesh, is a different flat grey color

Off the sphere, where there should be mesh, it isn't always visible. IE, it is visible top-down, but not from the side.

5. Observe that the shadows are affected by the WPO, but the surface they are projected onto is not.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-370776 in the post.

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Duplicate
ComponentUE - Rendering - Graphics Features
Affects Versions5.7.4
Target Fix5.8
CreatedMar 19, 2026
ResolvedMar 24, 2026
UpdatedMar 31, 2026
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