How do you pan a texture used with local aligned texture node

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