I have a question about the direction of U and V in the UV category of the UVEditor in Unreal Engine 5.1 documentation.https://docs.unrealengine.com/5.1/en-US/uvs-category-in-unreal-engine/

I have a question about UVEditor in UE5. As far as I understand, the origin (0,0) for the UV coordinates of textures in UE5 is at the top-left corner, with U representing the horizontal direction and V representing the vertical direction. However, in the picture provided in this documentation, it appears that U and V are reversed. Can you explain the reason behind this discrepancy?

That’s a picture of Maya ( I think ), on the left, where, UV go from the bottom left.

Thank you for your prompt response. However, the image you referred to is from the official documentation of Unreal Engine, and can be found at UVs Category in Unreal Engine | Unreal Engine 5.1 Documentation.
Based on my understanding, this image shows the UV editor in UE5.

When using the Panner node to adjust the values for speedX and speedY to animate a material, I assume that the origin is located at the top-left of the texture, with the horizontal axis represented by U and the vertical axis represented by V.

When I open the UV editor for this mesh, it also appears to me that the horizontal axis is represented by U and the vertical axis is represented by V.

However, in the UV editor image included in this documentation, the horizontal axis is represented by V and the vertical axis is represented by U. (However, the text above the image states that the horizontal axis is represented by U and the vertical axis is represented by V…)


Is it possible that the U and V in this image are reversed?

I apologize for my poor English.
I hope someone can kindly instruct me if I am mistaken.

It might be the UE5 editor, or it’s something like Maya. It doesn’t really matter. it’s best to just take it on the chin and move on :slight_smile:

Just put the panner node in, and get it working, next bit, I’m afraid :smiley:

A lot of engine features are undocumented, out of date documentation, etc. You have to hit the ground running with what there is…

Here’s the brand new UV editor

I goes from the bottom left! In the material, it top left ( I seem to recall ).

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Thank you for your kind response. I appreciate your willingness to answer my questions. However, I already know how to animate materials and use the Panner node. I’m just curious about how it works under the hood. So my question to everyone is, if the UV origin in the UV editor is different from the UV origin in the material, then I assume that different UV coordinate systems are being used. Is it correct to assume that Unreal Engine automatically converts between them? Also, why does the official documentation refer to the horizontal direction as V and the vertical direction as U? Is this an error in the official documentation? If anyone can explain this to me, I would greatly appreciate it as I tend to have a hard time understanding these concepts.

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I’m assuming the UVs in both cases are internally represented in the same way, it’s just the user interface that’s different.

I’m pretty sure the V doesn’t stand for 'V’ertical. It’s probably some sort of historical thing.

You have to let go of the idea of up to date and full documentation. It’s just never going to happen, I’m afraid. If you really want to know how things work, then get the engine source, and have a look :wink:

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I see. So they are essentially the same internally, but have different user interfaces. I am very satisfied with that answer, and I appreciate you taking the time to answer my question so thoughtfully. Thank you very much, I am grateful to you

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You’re welcome :slight_smile: