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Material applied to SM_Floor 400*400 not respecting UVs

Hi there,

i have an issue , i want this glowy material applied to the default UE4 cube to be applied at least correctly to the upper face of the SM_Floor 400*400 mesh as it is with the cube face (i mean highlighting the edges the same way).

i have created parent material called "Glow_High" and make 2 instances of it "Cube_Glow" , and "Floor_Glow" applied to the Cube and Floor 400*400 respectively ,with adjustments made to the floor material parameters to fit the floor correctly but i can't get it right .... So i want the glow to highlight the edges on the floor the same way on the cube ........How to do it ...!!??

See pictures below ..... Thanks for your support ...

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Product Version: UE 4.19
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asked Jul 10 '18 at 10:21 PM in Using UE4

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The Floor_400x400 does not have a standard box UV, and each face is not 0-1 in the UV space like a standard box, I wouldn't recommend using it. Instead, you can just scale up the standard cube and use that for the floor you want, or making a basic Plane instead as those primitives will be 0-1 UV space.

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answered Jul 10 '18 at 10:48 PM

Evan.Doody (suspended)
avatar image Carter10 Jul 11 '18 at 08:35 PM

Thank you for your response ,very useful to know ....the only thing is preventing me from using the standard UE4 Box is that the pivot point is centered unlike the floor 400 400 ........ .......So one last thing how to change the pivot placement without leaving UE4..... !!!??...

before asking you i searched the forum for changing the pivot inside UE4 and found people having trouble doing it with the snap pivot Here from right click drop down menu , and the same for me it is not working ....

see picture below where i want the pivot to be .

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avatar image Evan.Doody Jul 11 '18 at 08:59 PM

Glad I could help! You can temporarily move the Pivot point by holding down Alt and clicking with the Middle mouse button. Once you click off the object, the pivot will be reset. However once you get the pivot where you would like it, keep it selected and right click the object. There should be an Option "Pivot" -> "Set as Pivot Offset"

If that really doesn't want to work for you, you can create an actor Blueprint using the square with the material and offset the square so that the pivot is at the corner.

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