So, I came to UE4 from the source engine, and I have to say it’s a lot different, and I hope a lot easier to use when I’ve learned a bit
I was poking around the nodes and textures, and found some strange things. only bsp’s would tile independently of specified uv’s, and making
a material instance for every shape in the level seems tedious and unnecessary, is there something I’m missing?
as well, the tiling seems to stretch on any object that is not a perfect cube (texture set to large for explanation);
am I doing something blatantly wrong, or do ALL objects have to be UV mapped, even the basic parts of the map, like floors,
doorways, and platforms? That seems a bit prohibitively expensive, time-wise.
Would there be an easy, fast way to do it, or am I gonna spend a lot of time in photoshop?