Why is the water texture stretched?

I am trying to make an ocean off an island so I took the premade floor mesh and scaled it to the size I wanted. I then just dragged the ocean water texture onto the floor and the texture looks as if it were stretched. I also tried this with the box in the geometry tab in the modes window and it looked the same. How could I get it to look normal or is their a tutorial i can follow to make a realistic ocean?


Thank you as I am very new to UE4 and appreciate all the help.

What are your UV tiling settings set to?

Hello, adamb5044.

Unfortunately, any mesh that is scaled is going to stretch the texture. However, you have a few options for making a large ocean without stretched textures.

  1. If you have a modeling program such as Maya or Blender, you can use it to create a large static mesh (that you won’t need to stretch before applying the ocean texture to it).
  2. You can use the small static mesh that you scaled (which stretched the texture) and make a lot of (unscales) copies of it to provide your surface.
  3. You can use a Box Brush (BSP) from the Geometry tab of the Modes window and scale that - which won’t stretch the texture. The problem with that is that BSPs are meant to be temporary, so they have poorer performance than static meshes.
  4. You could use a Landscape (from the Modes window, click on the picture of the mountains) and apply the ocean texture. Landscapes can sometimes be more cumbersome than static meshes, but they should serve your purpose fairly well.

Regards,

Jonathan

Happy to help!

Thank you so much, you are magnificent.

Sort of resurrecting an old thread here, but you could also use world coordinates to act as your UVs for your water mesh plane.

Thanks! I think this is actually the correct solution as it involves modifying the material instead of the model.

The only catch is that it’s hard to modify complex materials this way. (for example the water materials from the Starter Content)