Texturing a mesh with many faces.

I used to have a loadout selector that consisted of 100 props. I now modeled my own. But how can I put different textures in those squares, I want to put an image of the weapon there.

image

Old image:

You will have to create a Material (or ideally a Material Instance) for each of those textures. If you create a base Material w/ the texture as a parameter, then you will be able to create a Material Instance for each texture.

Then you will have to assign that Material Instance to each of the squares. I can’t tell from the photo if the grey mesh is one single large mesh, or many mesh instances of a single small square-with-frame mesh asset. It would be ideal if it was the many-small-meshes situation, ie where each of the small squares is the same asset w/ the same UV layout. Then you just need to get the UVs & texture set up so that the texture appears in the right place, and then they will all work.

If you set up the material w/ the texture, then you can place it on the asset and use the UV Editor to tweak the UVs (right-click on the SM Asset and you will see UV Editor in the menu)

Hopefully some of this is helpful…we have documentation on creating materials for UEFN:

and a lot of the UE documentation is also applicable:

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This is all 1 mesh, I could have switch to using different meshes, but idk if that is a good idea, but I am considering.

I did not find any tutorial in the docs how to work with UV editor, would it be possible to change the texture of those square faces in there?

I guess UV editor is too next level, using extra cubes worked fine:

organizing this by having a mesh instance and material instance for each box is definitely a better way to structure it than having one huge combined mesh with many textures/materials on it. At minimum, it will make it much easier to edit later if you want to change anything

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