Wrong UV on Destructible Mesh by using Render Target
I create a small procedural labyrinth with destructible walls. When I use Static Meshes for the walls, the Render to Target (dynamic blood on the walls) works, but as soon as I use Destructible Meshes the position of the RT is displayed incorrectly. I guess the UV is destroyed when the Destructible Mesh is created. Everything as blueprints.
Does anyone have a solution to this problem?
This is the correct UV on Static Mesh. RT by using LineTrace
And this is the wrong uv on destructible mesh. It is only shown in one corner per mesh
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