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Apply texture to a mesh in blueprint - UV mappings stretched

Hi,
since the answer hub isn’t letting me login, I’ll post the question here :slight_smile:

I want to apply (at runtime loaded images from a directory) textures to a mesh (billboard), but somehow the uv mapping doesn’t work.

https://counity.at/~karli/ue/example.png

You can see the generated billboards in the background, where the texture somehow get stretched. In the front is the wanted behaviour, were I added a cube mesh with the same scaling, the same material and texture in the world outliner.

Here is the blueprint where I set the texture to the created mesh:

https://counity.at/~karli/ue/blueprint.png

Is there some kind of uv map setting that I am missing that the texture applied isn’t stretched out? The images that I’ll be loading will be in different resolutions.

Anyone? I hope that I am not the only one who wants to apply a texture loaded at runtime to a mesh :slight_smile: