Weird normal (I think?) material stretching

I’m experiencing a weird issue with a material I edited, where it’s stretching around objects that have a curvature in them.

This can be seen here:

This is how the material graph looks like (also the “stretching” effect can be seen on the sphere in the preview pannel):

You can ignore the logic crossed out in red, it was just part of the material that I duplicated.
The problem was that for the original material the texture was stretching when I applied it to big objects, but I wanted to make a material that would tile.

In the “Normal texture sample” comment section, I tried using WorldAlignedNormal for the logic that goes to “Normal”, but the stretching issue was way worse with that.
That’s why I switched to WorldAlignedTexture since it seemed to work better.

On straight surfaces, it seems to be working fine (even on inclines), as can be seen below:

So this only happens on shapes that curve, but I’m not sure why.

For some context, I only recently started using UE and I’m a noob that’s still learning by looking up tutorials and guides, so I apologize in advance if something from what I’m doing seems stupid. If there’s a better way than what I’m doing, I’m open to learn.

My main objective was to create a material that is tiled when applied to objects, and that also aligns the texture between 2 objects (static mesh actors) when they are ligned up together, like in the last picture.

It’s because you’re using world aligned textures, they blend like that on corners. Nothing you can do :expressionless:

I was afraid of that. Oh well, It’s good to know at least.

Knowing that, I can think of some other alternatives for objects that have round bends, and just use world aligned textures on objects that have sharp corners, since the issue doesn’t seem to happen there.

Thank you very much for your answer! :slight_smile: