I’m familiar with the concept of UVs. Essentially, it’s a vector of 4 values in the range 0 to 1: (horizontal start, horizontal end, vertical start, vertical end).
I’m trying to use the unreal material editor and it has a UVs field. That field seems to contain only 2 values, which makes absolutely no sense to me. I can use a flipbook node to cut up my texture and use these UVs. How can it do that with only 2 values!? All it should be able to do is to slide the texture, not parse it. When I try to manually provide UVs, it only accepts vec2s and it only does translations.
I can’t find any discussion on this, which I find very strange. Can anyone explain this to me?
I’m trying to clamp my UVs on an animation so that each frame is a little clamped.
This is to solve what seems like an unreal bug… (Destructible mesh physics and rendering issues)