hey @coolguyslims Do you know that there is already a node in Unreal that does a world aligned blend for you? It's called "worldAlignedBlend" It looks like this: And the neat thing is that this node is just a connection of other nodes. So if you want to see how it works you can double click on it and see inside it. For…
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
Just plug the output of your function into the alpha input on a blend node. You could use a Linear Interpolate or one of the material blend nodes like MatLayerBlendSimple if you want to blend a whole material at once.