I am trying to emulate the wall that comes in the starter content of UE4 - I want a mesh that I can put materials and textures on, on a per face basis (not the whole object in one drag). I know this is not unreal engines fault, and that of my own, but I have no idea how to fix this.
Here is my current wall (cloned accross 4 times to show instances)
that is because your uv-map isnt set up properly.
either that or use a texture coordinate node on the material and make sure the texture tiles more.
(increase the tex.coordinate.node. value’s.
Thanks for your help, do you know how I might do this? Is there an article on the unreal wiki? I’m new to this, and come from a purely programming background, so I am a trying to ramp up.
Take a look at this thread when dealing with modular pieces with static lighting.
This will just about cover almost any topic regarding seams and the best way to solve them. Do not use the static lighting scale option. I marked that as a warning. Not a good idea unless you’re doing some ArchViz work, imo.
You may also want to adjust your Lightmap resolution from the 32 that is default to something higher like 64, 128, 256, if you haven’t already.