Unreal Engine 5 Tutorial - UV Manipulation

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Published 2023-08-04
In this video tutorial we will be showing how to understand and manipulate UVs for a texture to pack many into one.

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All Comments (14)
  • @heyitsjoshmusic
    A great example of a straightforward tech art solution, that anyone on a team could use, and use more easily than the default way of selecting from a long list of every project texture. This method could support even more decals if they needed only one or a few colors - by supplying the final color in the material, 4 black+white sheets could be packed as masks into the RGBA channels.
  • @robpenfold9500
    A video I never thought I would need. This is awesome
  • @jcd302
    Wow, this is like wizardry! Thank you for sharing the magic!
  • @ornji
    Brilliant tutorial, you've a great teaching method
  • @stephananemaat
    There's also a new node available as of 5.2 that can allow you to easily switch between textures. Can't remember what it's called. Although the benefit of your approach is obviously you're just using the one texture so takes up less space.
  • @Inkulabi
    🏆🖖🏾this may serve as a huge time saving when I come to creating some environments 🎮
  • @coffeediction
    This helped a lot thanks Ryan. I was confused at first, but the key to understand this for me was to confine the thoughts to 0 - 1 space. Is there a way to make it work with 1 UV (1 Drawcall) for 2,3 or more positions controlled by custom primitive data individually? Since the uv islands all get isolated together, would a second set textures flipped or manipulated somehow otherwise, and then both texture sets combined for output work? Sort of mirrored UV as a second position? So far I only managed 00 to 99, with a texture layed out as a coordinate XY for UV, but this increases the texture size of having way too many numbers on a grid, its insane, not to speak of the shrinking quality of each decal ofc. Duplicating the setup and just make a new scalar for 2nd position, and then append or add, but this went sideways fast. I really dont like the idea of having an entire drawcall just for the one number being flexible, on items like lockers this can quckly push the drawcall count up even when using cpd and ism, with 100 lockers, thats +100 drawcalls at least. Im almost a week on this at this moment, any ideas are greatly appreciated!
  • @ahmedsheeraz
    I tried Custom Rotator node to rotate the icon but not working, how can we amend the code to shift the Rotation Center also?
  • If the unreal engine 5 can I use a beta plugin and publish it but will be a different platform
  • 13:08 When cycling through the options, you see the decal move up and down. Is this due to the texture itself or because the calculation of the variable is (rounded) off which causes it to not perfectly align with the desired section of the texture?
  • @twiggystemz7724
    What if your grid goes beyond the 4x4? Wanna use this for item icons and my grid more like 4x15 lol