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Texture mapped twice? Possible UV issue.

I can't for the life of me figure out why this is happening. I'm using the SM_SkySphere mesh from the engine and applying a texture to it for a space background. It appears that no matter how I affect the UV parameters in a TextureCoordinate panel in the materials section, I can't avoid having a "horizon" where my texture is mirrored.

Here's a picture: http://imgur.com/MKGaq6P

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asked Apr 12 '14 at 04:36 PM in Using UE4

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avatar image Tilt3d Apr 12 '14 at 05:24 PM

I don't have a modeling program :). I figured it might be the mesh. I'll try a different one, thanks

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I havent checked the skysphere and its material but it looks like the sphere was UV mapped like that so there is nothing you can do about it in the engine. You can however create and UV map a new one in a couple of minutes in your modeling program.

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answered Apr 12 '14 at 04:51 PM

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avatar image Tilt3d Apr 13 '14 at 09:55 PM

Not quite sure why I can't accept this answer. I assumed this worked like StackExchange/Overflow but I guess not. Anyway thanks for the help

avatar image Jacky Apr 13 '14 at 10:20 PM

I think it was already accepted until you posted this, but you can still do that. There should be a tick box of some sort under down vote arrow that lets you accept the answer. It is ok if it isnt there though, since this thread still appears on the list as Resolved anyway.

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