I am trying to create a blueprint actor (with a static mesh component) that automatically adjusts the UVs of the material when I resize the blueprint actor in the level.
I started by using the basic cube mesh from the starter content, and in the construction script of my blueprint I create a MID from the ‘M_Concrete_Tiles’ material. I already adjusted that material to include two scalar parameters (UTiling and VTiling).
My problem is when I scale the blueprint actor in the x axis, for example, two of the cube’s surfaces are stretched incorrectly. But the other surfaces are correct.
When I scale in the y axis, all but two surfaces are incorrect.
Is it even possible to achieve what I’m trying to do? I’m pretty sure I’m doing something wrong in my blueprint (see picture). I should also have to use the z scale somehow? Do I maybe need one or more additional UV maps?