# UV Edges when creating world aligned Texture with Texture Atlas

**URL:** <https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773>\
**Category:** Rendering\
**Tags:** uv, unreal-engine, Rendering\
**Created:** [May 22, 2024, 2:39pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773 "2024-05-22T14:39:36Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![jahjah771](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jahjah771](https://forums.unrealengine.com/u/jahjah771)\
**Post date:** [May 22, 2024, 9:00pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773/2 "2024-05-22T21:00:05Z")

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It’s a frac node, to solve it [Frac artifacts on a tiled flipbook texture: how to remove them? - #12 by RyanB](https://forums.unrealengine.com/t/frac-artifacts-on-a-tiled-flipbook-texture-how-to-remove-them/60121/12)

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