Overlapping uv from Modeler vs adding TextCoord function while editing material in UE ?


I was wondering what is better (any reason like performance, practice, etc),
I can get the same result if I overlap the first UV on my 3dModeler than adding Texture Coordinates attached to UV TextureSample UV’s connector while editing material…
but i’m not sure which way to use.

Any tips?

If you can get your texturing the way you want in one UV channel then that is better. Each UV channel you use is more memory and I believe it also adds a draw call.

ok …!Thanks