I’m building a house with the UE5 modelling tools, for which I regularly use the project tool to correct the UV scaling as I extrude, and shift various faces and edges around. I am trying to use multiple brick materials on the same mesh which need to be independently scaled. The problem is that using the project tool resets the scaling uniformly across all materials. I have been able to adjust the scale separately using the UV editor and Planar Projection, but the Project tool resets the scale to be the same for all sections of the mesh. I’ve looked into using separate UV channels but haven’t been able to find a solution.
Thanks for the suggestion. I don’t think this would have helped. However, it did give me an idea which led to a solution! I wondered if I could adjust the scaling in the material. I was able to do this and the scaling is now perfect. I was able to do this by opening the material and adjusting Global–>Tiling/Offset.
Use an Material Parameter Collection to hold your scaling values. This way you can change just 1 or a few and get an instant result across multiple things.
For example: I have a landscape with a 4k texture and a bunch of 2k textures. I create a master scaling value to set the 4k texture UVs. Then from that I multiply by another value I can use to scale my 2k textures. Usually it’s just 2, so that all the texel-sizes come out exactly the same.
If I had a 1k texture, I’d multiply the 4k UVs by 4.
If I change the master-scaling value, ALL my textures scale appropriately.
TexCoord(0) goes into my 4k and then I multiply TexCoord(0) by my other scalars to piggy-back on the CustomUVs. Since it’s all tied back to that singular master value, changing that trickles down into the rest of my logic.
Thanks very much, I will look into this as an option. Seems cleaner than the solution I came up with.