means the WorldNormal node can only be used for vertex shader operations, not for pixel shader operation. It's only really usable in the WorldPositionOffset material input.
Unless it's some quirky shader model restriction, they don't really seem related. Having a single nodedestroy vertex color functionality doesn't sound right.
Anyone know why meshes placed using the foliage tool arent showing correct vertex colours? Even though in the preview within the tool they appear just fine...
thanks for the tip on vertex lighting i didnt know udk uses it as default and that makes sence, i remember chris beluhn having a tutorial on that ill check it out