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
Fabulous - thanks Micky.


