I have material that includes diffuse image that needs to be tiled and there are 2 normal maps (for simplicity sake let’s say there is 1 normal map), one is for diffuse texture that needs to tile the same way as diffuse, and one is global normal map that fits UV and defines major details of my mesh-based terrain.
This is diffuse part of my material: https://s31.postimg.org/5ekf6bjm3/ue4_sand_diffuse_mat.png
It works in PIE with ES2 preview, but it doesn’t work on mobile (diffuse doesn’t tile - it just gets fitted to UV map). I had to add customized UV socket and move that contraption there in order to be able tile texture. It’s all cool, except now my global normal map that was suppose to be stretched over the mesh is tiling along with diffuse.
My mesh has 2 UV maps, UV0 is for texture, UV1 is for lightmap (UE4 doesn’t generate it).
Is it possible to use customized UVs to have diffuse texture tiling, but global lightmap stay fitted ? How do I do that?