Hi,
I have a bug that occurs when on an ipad Air.
Any texture that is plugged into the normal input will act as though you have set that texture to clamp in the zero to one U.V. space. If you keep you U.V. layout inside zero to one then this doesn’t happen but if the U.V. layout goes above or below zero to one then the edges will be clamped instead of wrapped and will stretch the last line of texels across the object.
This does not happen in the editor or on the mobile previewer. I have not deployed to the device since mid 4.7 so I’m not sure when this bug showed up. This issue did not happen before.
This also occurs if you use custom UV’s to do world space UV layouts.
Hi wittlief,
Thanks for responding, sorry I didn’t answer sooner. I was preparing a nice document for you when I found I couldn’t easily reproduce the problem and got all varieties of results. I will answer back when I can get a 100% repro. I have the tiling problem happening on all the older assets but newly imported
assets seem fine.
Thank you for letting us know that you’re still working on reproducing this issue. Once you have all information needed to provide to us, please update this post as soon as possible.
Import the mesh as a static mesh and create a simple material. I used 2 textures form the engine content folder. The Blue and Grey tile for the diffuse texture and the texture Engine/Functions/Engine_MaterialFunctions02/ExampleContent/Textures/water_n.water_n’ for the normal map.
Add the Simple plane static mesh to a level and add to it the simple material that you just created. Next, hold the ALT key and move the simple plane to one side to duplicate it in the scene. Next, set one of the meshes to be moveable instead of static and test the level.
On the P.C. and in the mobile preview the meshes should look like this.
Thank you for providing these details steps. I have ran through this on both an iPad Air and an on versions 8.2 and 8.4. I have not yet been able to reproduce this. To ensure that my settings are completely set up as yours, would you mind sending me that sample project? You can upload it to and I can simply download it and test it that way. If you have , that will work too.
Hi ,
I created this test in my working game project so its kind of massive. I will create a blank project and set it up. It going to take a while to compress all the textures for iOS. (Just as an aside if you know a way of avoiding that part I would love to know it). I will put the project on once I have set it up.
OK, I created a project from scratch and set it up the same way and… couldn’t get the bug to happen.
So I tried a different tack, I cloned the original game project and stripped everything out of it except the simple test. Launched it to the ipad and the bug is still there.
I have put this project on , perhaps you can figure out what is causing this. Cheers.
Thanks for providing this to me. I did verify that this is happening in 4.8.3 however, it’s no longer happening in the 4.9.0 Preview 1. I would suggest upgrading your project to 4.9 when it’s actually released and no longer a preview so that the mobility of the object will not destroy the material you’ve placed in your project.
If you have any further questions, please let us know! Have a great weekend!