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[BUG] Cascade, SubUV not working on mesh

Works fine in 4.9, 4.10 but when I enable " Scale UV" in the required component, nothing changes.

Uv's are properly set up on the mesh. Importing from 4.8/4.9 works, creating one in 4.10/4.11 is a nope.

Aaand.. since im 4 hours into recording a particle/day and not being able to proceed due to this.. Is insanely frustrating.

Product Version: UE 4.11
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asked May 20 '16 at 10:22 PM in Bug Reports

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Solved it. apparently I didnt use the "Particle SubUV" texture node, which looks 99.9% identical to a regular texture node. the regular texture node can be used for ANY AND ALL other sub-uv stuff, so why not for meshes?

Why are meshes relying on that specific node? this is so odd.

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answered May 20 '16 at 09:01 PM

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avatar image GuerillaTactics Dec 30 '16 at 01:52 AM

Good fix. Thanks!

avatar image Priareos Jun 27 '17 at 08:19 AM

Hey, I just stumbled upon this and thank you Luos for that answer! However, this solution works perfectly, but if you want to have flexible texture tiling, or a flowmap, the Particle SubUV texture node, somehow doesn't give a sh!** and is unaffected by all UVManipulations. Just in case someone encounters the same issue:

My solution for this issue is to use a flipbook node. It works for particle meshes, you can manipulate the UVs however you want them to and you can drive the flipbook speed/animation phase simply with a dynamic parameter or the particle relative time.

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