mask out 1 channel of a texture coordinate. either red or green depending on the direction you want the gradient, than you can flip the gradient if needed by useing the -1 node, and if you need to tighten the gradient use the power node. hope that helps. you may want to also constant clamp the result between 0 and 1 i…
well just think of the order UVW to RGB or in the case of the texture coordnate just UV and Red and green the same goes for vectors in of world coordinates XYZ RGB expect in that case it is more obvious since if you look in the bottom corner of any 3d viewport in udk you can see the XYZ using RGB for it's color coding.