Anybody knows how to force the result from FindCollisionUV to be in range of 0.f to 1.f. I am using the function on the grass mesh which consists of the two planes that I merged together in blender (simple ctrl+j). Might be I merged them in a wrong way or I am missing some settings in unreal but as of now the function on this mesh gives me weird numbers that I can’t use to sample the texture. The only thing I can do is pretty much to normalize the range with Floor(UV) - UV. And by hand tweak the proper orientation of the UV which is absurd in a long run
Update: The same was the case with the simple plane but only when it’s instanced foliage. If I put like a simple static mesh the UV is fine. Any idea why using FindCollisionUV on foliage gives messed up results?
up: I believe it must have something to do with HLOD, in docs it says that foliage meshes merge in one to reduce the amount of drawcalls. I tried disabling it in foliage mesh settings but so far no effect