Rendered 2d Target to Material wont Wrap
So here's my issue. I have a geosphere that has a material on it. The material has a tessellation map on it, which is fed drawing information from my blueprint. The drawing function is nearly identical to the content example using HUD, a brush material and a 2D render target. It is absolutely fully functional with ONE hiccup. While the UV coordinates are mapped correctly, and the correlation to the sphere work perfectly - the point on the sphere on which the "drawing of a hill" meets the end of the 2D render target's UV position doesn't carry over. To put it bluntly, the radius of my brush doesn't cross correctly from (0.999, 0.999) to (0.0, 0.0). Until my mouse crosses that line an edge form on my sphere.
SO.... how do I carry over pixel information in the form of UV information for each pixel within the brush's radius on the 2D render target from within a blueprint?
asked Jun 17 '17 at 12:39 PM in Rendering
Maybe by using 2 brushes? 1st will be under mouse cursor, and 2nd will use some wrapped coordinate, to pass through the UVs edge.
answered Jun 19 '17 at 09:21 AM
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