# \#uv

**URL:** https://forums.unrealengine.com/tag/uv/638.md

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## [Find Collision UV node doesn't work](https://forums.unrealengine.com/t/find-collision-uv-node-doesnt-work/370796)

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**Author:** [@Nox\_A15](https://forums.unrealengine.com/u/Nox_A15)\
**Replies:** 20\
**Last updated:** [February 24, 2026, 11:23pm UTC](https://forums.unrealengine.com/t/find-collision-uv-node-doesnt-work/370796 "2026-02-24T23:23:36Z")

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Hello, I think I’ve done everything as described in the release notes - “Support UV From Hit Results” is set in Project Settings. I use LineTraceByChannel to get Hit Result Structure. The hit is registered, but UV vecto…

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## ["Find Collision UV" always returns zero for Skeletal Meshes](https://forums.unrealengine.com/t/find-collision-uv-always-returns-zero-for-skeletal-meshes/378548)

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**Author:** [@Oskar\_Swierad](https://forums.unrealengine.com/u/Oskar_Swierad)\
**Replies:** 56\
**Last updated:** [February 22, 2026, 11:45am UTC](https://forums.unrealengine.com/t/find-collision-uv-always-returns-zero-for-skeletal-meshes/378548 "2026-02-22T11:45:37Z")

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Hi, In UE 4.14.0, the blueprint “Find Collision UV” functions doesn’t work properly with Skeletal Meshes. While it works fine for all other objects, it returns X=0.0, Y=0.0 for any place on Epic mannequin. How to repro…

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## [Nanite Skeletal Mesh Ripping at UV Seams with WPO Displacement ](https://forums.unrealengine.com/t/nanite-skeletal-mesh-ripping-at-uv-seams-with-wpo-displacement/2697660)

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**Author:** [@RodriguesBjerre](https://forums.unrealengine.com/u/RodriguesBjerre)\
**Replies:** 0\
**Last updated:** [February 5, 2026, 11:28pm UTC](https://forums.unrealengine.com/t/nanite-skeletal-mesh-ripping-at-uv-seams-with-wpo-displacement/2697660 "2026-02-05T23:28:22Z")

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I’m sitting in unreal 5.7 applying nanite displacement to a skeletal mesh character. Things are looking fine, however the edges do not connect around the UV seams. I have seen other forum posts describing this problem re…

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## [Strange Material or UV behavior](https://forums.unrealengine.com/t/strange-material-or-uv-behavior/2697010)

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**Author:** [@samaellion](https://forums.unrealengine.com/u/samaellion)\
**Replies:** 0\
**Last updated:** [February 3, 2026, 10:50pm UTC](https://forums.unrealengine.com/t/strange-material-or-uv-behavior/2697010 "2026-02-03T22:50:26Z")

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I have a revolver model. Consists of 3 UV tiles: 1001 (4k, barrel part), 1002 (2k, handle part), 1003 (1k, small movable parts). Imported Substance Painter UDIMs to UE (virtual texture ON). 1002 and 1003 are well displa…

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## [Reading texture color data using UV values](https://forums.unrealengine.com/t/reading-texture-color-data-using-uv-values/465888)

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**Author:** [@thugzook](https://forums.unrealengine.com/u/thugzook)\
**Replies:** 18\
**Last updated:** [December 16, 2025, 11:50am UTC](https://forums.unrealengine.com/t/reading-texture-color-data-using-uv-values/465888 "2025-12-16T11:50:16Z")

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I’ve been searching online for a solution to this, but to no avail. I am trying to read color data from a texture using the UV coordinates. As you can see in the image below, I am successful in acquiring the UV values. …

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## [UV Import Best Practices](https://forums.unrealengine.com/t/uv-import-best-practices/2657227)

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**Author:** [@nastynate](https://forums.unrealengine.com/u/nastynate)\
**Replies:** 0\
**Last updated:** [September 16, 2025, 4:14pm UTC](https://forums.unrealengine.com/t/uv-import-best-practices/2657227 "2025-09-16T16:14:01Z")

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I’m running into the issue of UV’s being inconsistently scaled when bringing them into UE5. I’m importing through rhino with the direct link. No materials were added in rhino, and all objects are closed solid polysurfac…

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## [Landscape layer stretches UVs](https://forums.unrealengine.com/t/landscape-layer-stretches-uvs/2654198)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [September 6, 2025, 8:20am UTC](https://forums.unrealengine.com/t/landscape-layer-stretches-uvs/2654198 "2025-09-06T08:20:55Z")

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I was sculpting the terrain and mountains on separate layers, but when the mountain layer is active, the material is partially stretched. The terrain is a smooth hill, and the UVs are not stretched with height. Clearly, …

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## [Wrong UV coordinates in Custom node](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665)

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**Author:** [@SUMFX](https://forums.unrealengine.com/u/SUMFX)\
**Replies:** 15\
**Last updated:** [September 1, 2025, 3:01pm UTC](https://forums.unrealengine.com/t/wrong-uv-coordinates-in-custom-node/419665 "2025-09-01T15:01:19Z")

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Hi, I’ve taken screens below in UE4.19P6 but its the same as in 4.18 also. The problem is using this code in Custom node in the material editor return SceneTextureLookup(UV.xy,14,true); doesn’t give the same result a…

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## [I can't find right settings for Uv Projection in Blueprint, Stretching, TexCoord ](https://forums.unrealengine.com/t/i-cant-find-right-settings-for-uv-projection-in-blueprint-stretching-texcoord/2617427)

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**Author:** [@Kutalp](https://forums.unrealengine.com/u/Kutalp)\
**Replies:** 2\
**Last updated:** [July 25, 2025, 4:59pm UTC](https://forums.unrealengine.com/t/i-cant-find-right-settings-for-uv-projection-in-blueprint-stretching-texcoord/2617427 "2025-07-25T16:59:50Z")

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When I use TexCoord, as you can see texture is rotated 90 degrees. If I Use Absolute World Position vertical surfaces are Stretching. These are imported fbx files from fusion 360. Since I have more han 100 meshes, I…

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## [Nanite not working on merged meshes ](https://forums.unrealengine.com/t/nanite-not-working-on-merged-meshes/2392931)

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**Author:** [@SeanNobel](https://forums.unrealengine.com/u/SeanNobel)\
**Replies:** 1\
**Last updated:** [June 12, 2025, 4:18am UTC](https://forums.unrealengine.com/t/nanite-not-working-on-merged-meshes/2392931 "2025-06-12T04:18:41Z")

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Hi, I’m on UE5.5 (DirectX 12) and having issues merging static meshes. I have a house with ~100 modular meshes. As I want to later spawn many of them using PCG, I want them to be a single mesh and Nanite to work. I’ve…

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## [Projectile Find Collision UV return false](https://forums.unrealengine.com/t/projectile-find-collision-uv-return-false/477650)

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**Author:** [@AgentArachnid66](https://forums.unrealengine.com/u/AgentArachnid66)\
**Replies:** 1\
**Last updated:** [April 3, 2025, 2:54am UTC](https://forums.unrealengine.com/t/projectile-find-collision-uv-return-false/477650 "2025-04-03T02:54:51Z")

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Trying to make a projectile that will affect a material, and so I’ve used the predict projection path node for the collision, but I need to get the UVs of the object with the material. Things I have done: Enable them …

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## [Material color mask based on UV coordinates?](https://forums.unrealengine.com/t/material-color-mask-based-on-uv-coordinates/322371)

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**Author:** [@Efrye](https://forums.unrealengine.com/u/Efrye)\
**Replies:** 3\
**Last updated:** [February 17, 2025, 11:00am UTC](https://forums.unrealengine.com/t/material-color-mask-based-on-uv-coordinates/322371 "2025-02-17T11:00:24Z")

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Hey, I’m using flat colors for most of my meshes, but I need multiple colors per mesh. To achieve that, I separated the UVs of my meshes based on their color and arranged them accordingly in a 0 to 1 UV space (see image…

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## [Is there a trick to laying out UV in a way that Unreal won't mess it up?](https://forums.unrealengine.com/t/is-there-a-trick-to-laying-out-uv-in-a-way-that-unreal-wont-mess-it-up/2322868)

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**Author:** [@Kligan](https://forums.unrealengine.com/u/Kligan)\
**Replies:** 17\
**Last updated:** [February 10, 2025, 2:49pm UTC](https://forums.unrealengine.com/t/is-there-a-trick-to-laying-out-uv-in-a-way-that-unreal-wont-mess-it-up/2322868 "2025-02-10T14:49:28Z")

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I have one 4k texture set for a whole bunch of assets at once: The problem is, inside Unreal unless I toggle “use full precision UVs” on most of those assets, the textures look warped in some parts and/or lose impor…

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## [Unexpected UVs on import](https://forums.unrealengine.com/t/unexpected-uvs-on-import/2040049)

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**Author:** [@Campazzobili](https://forums.unrealengine.com/u/Campazzobili)\
**Replies:** 6\
**Last updated:** [February 10, 2025, 10:20am UTC](https://forums.unrealengine.com/t/unexpected-uvs-on-import/2040049 "2025-02-10T10:20:30Z")

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Imported an FBX file, and when giving a material to it, it appears rotated and scaled. Also, when I open the static mesh editor, it appears as a cube, while it should have a card shape. Did I import it the wrong way? I…

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## [What is the performance price of additional UVs?](https://forums.unrealengine.com/t/what-is-the-performance-price-of-additional-uvs/292756)

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**Author:** [@ZuiQuan](https://forums.unrealengine.com/u/ZuiQuan)\
**Replies:** 8\
**Last updated:** [February 5, 2025, 12:20pm UTC](https://forums.unrealengine.com/t/what-is-the-performance-price-of-additional-uvs/292756 "2025-02-05T12:20:02Z")

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I want to use an additional 3rd set of UVs (apart from the main and the one for Lightmass) for precise placement of certain things in the material (leaks, rust, etc. with very specific non-tileable textures). What would …

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## [Messy UVs, Marletplace assets](https://forums.unrealengine.com/t/messy-uvs-marletplace-assets/2308134)

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**Author:** [@Pouyad](https://forums.unrealengine.com/u/Pouyad)\
**Replies:** 7\
**Last updated:** [January 31, 2025, 6:35am UTC](https://forums.unrealengine.com/t/messy-uvs-marletplace-assets/2308134 "2025-01-31T06:35:13Z")

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Hi I’ve been running into this issue while trying to bake the lighting. as you know it’s due to the main UV channel being a hectic mess (shown in the pics), therefore the generated lightmap UV chanel is going to…

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## [Problem while transfering UVs/LightMapUV from a body to clothes, results in mesh holes/polygons tearing in UE5...](https://forums.unrealengine.com/t/problem-while-transfering-uvs-lightmapuv-from-a-body-to-clothes-results-in-mesh-holes-polygons-tearing-in-ue5/2181117)

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**Author:** [@TheEnderBuilder](https://forums.unrealengine.com/u/TheEnderBuilder)\
**Replies:** 0\
**Last updated:** [December 7, 2024, 9:26pm UTC](https://forums.unrealengine.com/t/problem-while-transfering-uvs-lightmapuv-from-a-body-to-clothes-results-in-mesh-holes-polygons-tearing-in-ue5/2181117 "2024-12-07T21:26:48Z")

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Hello! I’m not sure where to ask this 'cause it seems like a issue with UE5 and Blender, but a bunch of people use both of them to work, so i think here is not entirely wrong. I have a problem, and i hope i can explain…

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## [How to fix stretched materials on geometry collections?](https://forums.unrealengine.com/t/how-to-fix-stretched-materials-on-geometry-collections/2175901)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 0\
**Last updated:** [December 6, 2024, 8:19am UTC](https://forums.unrealengine.com/t/how-to-fix-stretched-materials-on-geometry-collections/2175901 "2024-12-06T08:19:32Z")

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Fractured Geometry Collections will experience material stretching. This material is from TwinMotion and is UV independent. So in theory it should maintain a consistent appearance even when fractured. But the result is …

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## [UE5 Auto generate uv Lightmapping doesn't work](https://forums.unrealengine.com/t/ue5-auto-generate-uv-lightmapping-doesnt-work/488924)

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**Author:** [@Lorikaluni](https://forums.unrealengine.com/u/Lorikaluni)\
**Replies:** 4\
**Last updated:** [November 28, 2024, 1:22am UTC](https://forums.unrealengine.com/t/ue5-auto-generate-uv-lightmapping-doesnt-work/488924 "2024-11-28T01:22:36Z")

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Hi there, I have imported a few meshes as dea format, but it doesn’t generate a uv lightmap. Its really small but i dont think that is the problem. Im using ue5.

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## [Unable to edit the build settings on a static mesh from C++](https://forums.unrealengine.com/t/unable-to-edit-the-build-settings-on-a-static-mesh-from-c/415504)

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**Author:** [@anonymous\_user\_586fe6d5](https://forums.unrealengine.com/u/anonymous_user_586fe6d5)\
**Replies:** 4\
**Last updated:** [October 17, 2024, 3:31pm UTC](https://forums.unrealengine.com/t/unable-to-edit-the-build-settings-on-a-static-mesh-from-c/415504 "2024-10-17T15:31:34Z")

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I’m trying to access the “Use High Precision Tangent Basis” variable (as shown below in the Editor) but from C++, when I spawn an Actor tagged with “highPrecision” into the level. I’ve found a way to access the stati…

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## [Skeletal mesh importer cuts mesh over UV seams](https://forums.unrealengine.com/t/skeletal-mesh-importer-cuts-mesh-over-uv-seams/484046)

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**Author:** [@JaroMast](https://forums.unrealengine.com/u/JaroMast)\
**Replies:** 5\
**Last updated:** [September 29, 2024, 10:36pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-importer-cuts-mesh-over-uv-seams/484046 "2024-09-29T22:36:23Z")

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Can someone confirm that the UE4 cuts skeletal mesh over UV seams? Why it does that and is it possible to avoid this problem? A simple way to check it is to export a skeletal mesh from UE4 and open it in an external app…

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## [UV unwrapping maps in blender not working](https://forums.unrealengine.com/t/uv-unwrapping-maps-in-blender-not-working/2029715)

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**Author:** [@Tha\_Messenja](https://forums.unrealengine.com/u/Tha_Messenja)\
**Replies:** 1\
**Last updated:** [September 20, 2024, 2:29pm UTC](https://forums.unrealengine.com/t/uv-unwrapping-maps-in-blender-not-working/2029715 "2024-09-20T14:29:16Z")

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My first Post. So first i want to thank and say I love this community. I have found more answers to my questions than i did learning JS. I am new to unreal, and blender, and all of it, substance 3D, Zbrush all the …

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## [Animated Mesh Imported using USD stage has no UVs](https://forums.unrealengine.com/t/animated-mesh-imported-using-usd-stage-has-no-uvs/476646)

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**Author:** [@anonymous\_user\_616700ee](https://forums.unrealengine.com/u/anonymous_user_616700ee)\
**Replies:** 3\
**Last updated:** [September 17, 2024, 2:08pm UTC](https://forums.unrealengine.com/t/animated-mesh-imported-using-usd-stage-has-no-uvs/476646 "2024-09-17T14:08:25Z")

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Hi, Animated Mesh Imported using USD stage has no UVs If I bring in a Static character (from maya2020) as USD stage into Unreal 4.26, I would get all the materials / textures. Instead if I bring in the same character …

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## [LightMaps Edges appear Wrong, and uvs distort in hard edges](https://forums.unrealengine.com/t/lightmaps-edges-appear-wrong-and-uvs-distort-in-hard-edges/2001914)

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**Author:** [@Fere201](https://forums.unrealengine.com/u/Fere201)\
**Replies:** 11\
**Last updated:** [September 2, 2024, 1:48pm UTC](https://forums.unrealengine.com/t/lightmaps-edges-appear-wrong-and-uvs-distort-in-hard-edges/2001914 "2024-09-02T13:48:59Z")

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Hi there. I’m having some problems with the lightmaps on my scene, probably because the way i export the fbx from blender? My current “worklow” is: Making the scene in blender Making 2 uvs maps (one for bridge texture…

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## [Imported FBX meshes have broken UV's. Why is this?](https://forums.unrealengine.com/t/imported-fbx-meshes-have-broken-uvs-why-is-this/306714)

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**Author:** [@anonymous\_user\_9e4c886e](https://forums.unrealengine.com/u/anonymous_user_9e4c886e)\
**Replies:** 25\
**Last updated:** [July 12, 2024, 7:31am UTC](https://forums.unrealengine.com/t/imported-fbx-meshes-have-broken-uvs-why-is-this/306714 "2024-07-12T07:31:03Z")

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When I import a mesh into Unreal Engine 4 the UV’s on my model do not seem to work. Applying a checker pattern to the model in the game engine shows severe distortion to the UVs. I have also had this issue in Mudbox with…

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## [Render Targets on Destructible Mesh](https://forums.unrealengine.com/t/render-targets-on-destructible-mesh/442067)

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**Author:** [@HolSyn\_Games](https://forums.unrealengine.com/u/HolSyn_Games)\
**Replies:** 1\
**Last updated:** [July 8, 2024, 4:15pm UTC](https://forums.unrealengine.com/t/render-targets-on-destructible-mesh/442067 "2024-07-08T16:15:50Z")

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I have been working on a wall destruction system and my goal is to have small bullet holes that you can see through, and when enough of those group together, the destructible mesh then fractures around that grouping. I …

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## [UE5 How can I remove Seam in animated texture material and in model??](https://forums.unrealengine.com/t/ue5-how-can-i-remove-seam-in-animated-texture-material-and-in-model/1911544)

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**Author:** [@BrianYonghun](https://forums.unrealengine.com/u/BrianYonghun)\
**Replies:** 0\
**Last updated:** [June 21, 2024, 1:31pm UTC](https://forums.unrealengine.com/t/ue5-how-can-i-remove-seam-in-animated-texture-material-and-in-model/1911544 "2024-06-21T13:31:18Z")

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Hi I’m struggling with this animated material node. How to remove the seam in model and animated material?? the expected outcome is that this blue wavy textures going to be wrapped and animated horizontally so…

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## [Hi. I have a model with a wrong UV, I have a correct UV map, how can I change the UV unwrap of a model using a UV map](https://forums.unrealengine.com/t/hi-i-have-a-model-with-a-wrong-uv-i-have-a-correct-uv-map-how-can-i-change-the-uv-unwrap-of-a-model-using-a-uv-map/1879645)

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**Author:** [@magnitoshka](https://forums.unrealengine.com/u/magnitoshka)\
**Replies:** 1\
**Last updated:** [May 31, 2024, 1:45am UTC](https://forums.unrealengine.com/t/hi-i-have-a-model-with-a-wrong-uv-i-have-a-correct-uv-map-how-can-i-change-the-uv-unwrap-of-a-model-using-a-uv-map/1879645 "2024-05-31T01:45:49Z")

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Hi. I have a model with a wrong UV, I have a correct UV map, how can I change the UV unwrap of a model using a UV map

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## [UV Edges when creating world aligned Texture with Texture Atlas](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773)

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**Author:** [@BrokenBluescreen](https://forums.unrealengine.com/u/BrokenBluescreen)\
**Replies:** 3\
**Last updated:** [May 29, 2024, 8:31pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773 "2024-05-29T20:31:34Z")

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Problem I have created a material that is using world coordinates and the triplanar mapping method. I wanted to be able to use a texture atlas within this material, which I was able to get to function prowerly, except th…

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## [Meshes With a grey color (from blender) import as pink while any other color imports fine. What is happening and how do i solve? thanks!](https://forums.unrealengine.com/t/meshes-with-a-grey-color-from-blender-import-as-pink-while-any-other-color-imports-fine-what-is-happening-and-how-do-i-solve-thanks/1860526)

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**Author:** [@theTPALM](https://forums.unrealengine.com/u/theTPALM)\
**Replies:** 3\
**Last updated:** [May 19, 2024, 7:25pm UTC](https://forums.unrealengine.com/t/meshes-with-a-grey-color-from-blender-import-as-pink-while-any-other-color-imports-fine-what-is-happening-and-how-do-i-solve-thanks/1860526 "2024-05-19T19:25:15Z")

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So i cant figure this out; i am using the “imphenzia palette 256x256 PNG” to create a low poly mesh to import into my game. I UV unwrapped in blender using lightpack UV Unwrap and scaled down the UV’s to fit in the desir…

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