I’d like to use a capsule and subtract it from a cylinder. But when I create the capsule, the UV’s of the body are stretched. top and bottom are normal. Then, of course, this problem gets copied onto the final boolean’d cylinder mesh. So I’d like to fix the UVs of the capsule before doing the subtraction.
How do I solve this problem? ‘Recompute Mesh Uvs’-node doesn’t solve the problem, trying any of the UV projection methods (box, cylinder, planar) also gives weird results. Scaling the uvs, scales all of them, including the top & bottom.
I checked the code UDynamicMesh* UGeometryScriptLibrary_MeshPrimitiveFunctions::AppendCapsule in F:\ue\UE_5.1\Engine\Plugins\Experimental\GeometryScripting\Source\GeometryScriptingCore\Private\MeshPrimitiveFunctions.cpp
and from what I understand the UV coordinates are just implemented badly/buggy: the lineheight is not taken into account at all. If you don’t want to get your material stretched along the cylindric part, the line height must be set to the arc length of the semispheres, i.e.