I’m trying to create a spline mesh that the user can place in realtime, that conforms to a wall/mesh. What I’ve done so far is have a line trace that hits a wall, and adds spline points at those locations. This seems to work well, however, as the mesh components bend around walls, so does the texture.
I was hoping there may be a way to keep the texture at a correct scale despite the mesh deforming. Exactly like how world aligned textures work, except always being projected from the objects front vector, as the mesh deformed is virtually a cube repeated, and I only need the outside face textured to scale.
I tried world aligned, but as expected when the mesh bends, there are seams where the axis meet. I also tried the node ‘object scale’ in the material editor, but as it’s deforming and not actually changing scale, this didn’t work on the spline mesh.
I’m currently away from Unreal but was able to quickly make this image up the show what I mean. If I need to clarify anything please let me know and any help would be extremely appreciated.