I’m new to UE and just wondering if there is a way to prevent a material from scaling with a static mesh. I’m scaling some basic static meshes to quickly prototype a level, and it’s producing very ugly stretched out materials.
No, UE4 doesn’t have that type of mapping. You could you would have to adjust the texture tiling within your material.
Use worldpos as texture coordinates. UE4 comes with a function for world aligned textures, try that.
Are you looking for something like this?
If this will work for you, I basically just scaled the UVs by the Z scale of the mesh as I will only ever uniformly scale that sphere.