Licensee reports that Procedural Mesh Component is apparently limited to 4 UV channels, which indeed appears to be the case (e.g. UProceduralMeshComponent::CreateMeshSection arbitrarily processing 4 channels).
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-107845 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Created | Feb 4, 2021 |
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Updated | Jun 13, 2022 |