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.


