Hi, I`m currently experimenting with mesh painting. The only problem I have so far, I don’t know if there is a way of doing that, when I actually instance the meshes, they will lose the mesh paint textures, and you won’t be able to use mesh paint anymore. I would expect that if I have many instances meshes together, I at least would be able to share one texture among those instances, is that possible?
Steps to Reproduce
Try to use mesh paint on an actual instancedStaticmesh component
The only mesh paint mode available for instanced meshes is the `Textures` mesh paint mode. Using this you can paint on the texture of a single instance. Note that there appears to be a bug currently where the paint brush shows as if the instance you are painting on is at the pivot point of the instanced static mesh actor. You can work around this bug by temporarily adding an instance with an identity (default) transform while painting the texture. This will obviously duplicate the same texture paint to all instances, since they all share the same material / texture. Since the mesh paint tool uses the mesh UVs for painting on the texture, there isn’t really a way (using the built in mesh painting tools) to paint say a texture texture atlas that can apply unique texture paint to each instance unfortunately. Of course, there isn’t anything stopping you from rolling your own tool to do something like this.
Regards
Lance Chaney
This should work if you use the `Textures` paint mode and paint directly into one of the textures assigned on the material. Since the paint goes directly into the texture asset, you won’t lose it once you batch multiple objects together under a single instanced static mesh component.
[Image Removed]Note the paint being applied to all the instanced static meshes in the background when I paint on an individual mesh with the same material.
If you use the Texture Color paint mode instead, then you will lose that when you convert to an instanced static mesh component, since Mesh Paint Textures are not supported on instanced static mesh components.
Regards,
Lance Chaney
The idea was not to use an atlas but to actually share the same texture across all instanced actors of a particular mesh. When I say instances, is not like dragged into the world from the same mesh, but actual instanced components, after you batch multiple actors for example