I have a mesh that I want to scale depending on where it is being used. It is a piece of a building wall. When I scale the mesh, the UVs also scale, as expected. However, how can I ‘lock’ the UVs so that they do not scale with the actor?
You can do it from the material editor.
Put a “texture coordinate” node and multiply it for a fraction of the “Object Radius” node.
Another way is using the “WorldAlignedTexture” node
Interesting. I attach a screen grab to perhaps get a bit more help.
And this is the basic normal map I am using to make the walls look ‘ribbed’.
This piece of texture would equate to around 50x50cm. Would your suggestion work in this case, and if so, can you elaborate?
Fabulous - thanks Micky.