Solved it.
apparently I didnt use the “Particle SubUV” texture node, which looks 99.9% identical to a regular texture node.
the regular texture node can be used for ANY AND ALL other sub-uv stuff, so why not for meshes?
Why are meshes relying on that specific node?
this is so odd.
Hey,
I just stumbled upon this and thank you Luos for that answer!
However, this solution works perfectly, but if you want to have flexible texture tiling, or a flowmap, the Particle SubUV texture node, somehow doesn’t give a sh!** and is unaffected by all UVManipulations. Just in case someone encounters the same issue:
My solution for this issue is to use a flipbook node. It works for particle meshes, you can manipulate the UVs however you want them to and you can drive the flipbook speed/animation phase simply with a dynamic parameter or the particle relative time.