Hi, im looking to use a single material instance with a tiled texture that changes its tiling based on the actors scale its placed on (e.g. on a rock mesh that has been scaled up also scales up the size of the tiling texture which isn’t always good). Is there a way that you can get the actors scale transform and use it in the material to multiply against the tex coordinate?
Cheers for the answer wasn’t aware of this node, looks like it only works with texture object nodes and not Parameter Texture Sample nodes which is more what I need for a master material (forgot to mention that sorry).
A) Use the “ObjectScale” node. The problem with this is that it isn’t compatible with the pixel shader.
B) Use the “ObjectRadius” Node. Divide/Multiply Object Radius to a scalar parameter so you can control its effect, then multiply it with a Texture Coordinate input.
C) If you want different values per object, you can use a Dynamic Material Instance in blueprints. Simply use “Get Actor Scale” and use that to control a Scalar Parameter in the material linked to the texture coordinates.