UVs remapping problem?

The building in the editor on the right should have windows on the side like it have on the front, it uses the same material on the object to the left in the editor. I can’t figure out what the problem is but i think it has something to do with the UVs.

The material on the front of the building is basically the same as the one on the side but uses some math a bit different in the material editor. Both materials are using the “UVRemap_0-1_ToRange” but they are assigned to 2 different elements on the mesh. Could that still be what is causing this problem?

Any solutions?

Hello Blackrock,

When looking at your material, I noticed the communication between your ‘ObjectScale’ and ‘MakeFloat4’ nodes are translating the X and Z axis. Although this might be right, it seems your issue could be with your material set up.

When applying different materials to a single mesh, it is very useful to divide the mesh per Material ID’s in an external 3d Modeling application (3ds Max), so when importing into the engine, your mesh can have those materials applied to specific faces with their own mapping coordinates and other useful parameters.

This allows for greater control over the materials of your mesh as you can create instances of this and call on the instances to dynamically switch your materials during runtime, if you wanted.

Cheers,

I have been going at this for a long time now and yet no solution insight. I rebuilt my stuff in Maya and made sure i got separate UV channels linked to separate materials. Then i export it to FBX file format, drag it into unreal and still got the same problem… :frowning:

Still need help with this, any more … uhm… help?

I don’t mind going at it over skype or some other communication program if that helps.
Still think it is the UVRemap_0-1_ToRange that f it up…

This is truly mentally breaking me that i can’t get it to work after all this time i have spent trying to solve it.

I have been going at this for a long time now and yet no solution insight. I rebuilt my stuff in Maya and made sure i got separate UV channels linked to separate materials. Then i export it to FBX file format, drag it into unreal and still got the same problem… :frowning:

Still need help with this, any more … uhm… help?

I don’t mind going at it over skype or some other communication program if that helps.
Still think it is the UVRemap_0-1_ToRange that f it up…

This is truly mentally breaking me that i can’t get it to work after all this time i have spent trying to solve it.

Howdy Blackrock,

I am going to close this issue as it is a duplicate of this issue: UVs remapping problem? - Rendering - Unreal Engine Forums. If you have any additional questions, please refer to the issue that is linked.

Thanks and have a great day!