Apply texture to a mesh in blueprint - UV mappings stretched

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.

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:

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: