Applying Material to Part of a Static Mesh
I imported a model from Blender and I am trying to apply different materials to the different parts of the mesh. I dragged the material over and clicked build and waited for the shaders to finish loading. And when its ready the part I applied the mesh to looks nothing like the actual material. I created a basic 3rd person shooter blueprint project and am just using the starter content to learn what I'm doing. I attached a picture of what I'm seeing. I applied a wood floor material and what I'm seeing is a brownish color when it should actually look like a wood floor. Is there anything I can try to fix this or anything known that causes this? Any help is appreciated.
asked Dec 19 '15 at 02:57 AM in Using UE4
It sounds like the material is using the incorrect UV channel.
In your material blueprint, try adding a "texture coordinate" node before your wood texture node. Connect the texture coordinate node to the UV node on the texture node (is this answer using the word node enough?). In the details panel for the texture coordinate node you should be able to switch which UV channel the material is using. When you apply changes to the material with the correct UV channel selected, the wood material should show up.
Let me know if this works! Cheers, -Noah
answered Dec 19 '15 at 03:04 AM
The mesh has no UV mapping. You need to unwrap it's UV's in your modeling program. If you dont want to do that you can generate lightmap UV's for channel 0 inside the editor > static mesh editor as a dirty solution.
answered Dec 19 '15 at 03:06 AM
you might try to change the textcoord values, try something like 0.1 instead of 1 for both slots. this works for me :)... or if the problem still exist send me the blend file so I can help
answered May 09 '16 at 01:05 PM
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