I was wondering if UDK has built in functionality to determine the UV coordinates of a mesh. For instance, I have a plane with four quadrants, each quad's UV's are in the corresponding quadrant of the UV grid (top right in the 1,1 space, bottom right in the 1,-1 space etc.). With those coordinates in mind, I now want the multiply my greyscale texture by a color with the end result being all UV's in the 1,1 space being red, 1,-1 being blue, etc. Any thoughts on how to make this happen?
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I went off and attempted it, and I'm sure there is a more efficient way to do this but it's a bit late.
My plane is as you described, not segmented but it ranges from -1,-1 to 1,1.