Only one way I see is to create another function for that.
Hi,
I want to use the local Aligned Texture node to override UV’s on a character, but I can’t see a way of being able to manipulate the panning or tiling of this texture, as it’s a texture object not a texture sample?
I’m sure there is a way of making this work as a texture sample so I can then manipulate it? But I don’t know how to do it
Any help would be great
Thanks
Aaron
Ah ok, I was hoping it was going to something simple that I’d missed.
In UE3 I used to subtract the local position from the world position, that worked, I guess I could just do that again.
It’s been awhile since I’ve used Unreal, so I’m a little rusty
Thanks Redbox
You change tiling by dividing/multiplying the position, disregarding if it is world or local position. You can do panning by adding time to one of position components.
Thanks,
In the end I ditch the local aligned texture function, and I used world aligned texture instead, then plugged the local position into the world position, that seemed to work.
Then as Deathrey put, I just multiplied, or added in my case the position over time
Cheers
aaron