MegaMoogle: remember unreal is zero based for most things so Uv channel one is actually 0 and channel 2 would be 1 in the coordinate index inside unreal etc its probably showing up as tiling because it is looking for a uv channel that doesnt exist.
the work around is rename the asset and give it a different package name in the dialogue like "fuckthisassetpackkage" save your "real" package/level close unrealed it will prompt you and ask if you want to save "fuckthisassetpackkage" and you will tell it not to. next time you launch your level in unrealed it will be gone.
I've checked out the thread and couldn't find it previously, but is there a way to get opacity in unreal besides just black or white, I'm looking to do a really fine mesh netting like stalkings. In max I have it at a dark light grey. Wondering if I can get this in unreal.
You are currently working in "Unlit" mode you need to toggle "Lit" mode on, add some lights to your scene and finally do a lighting build. Also it looks like you're using the old version of Unreal, do yourself a favor and get/use UDK (Unreal Development Kit) instead.
I'm working on importing a character into Unreal, but the textures are on the second map channel because they were projected in Max. I tried moving them to the first map channel slot, but unfortunately Max isn't cooperating. Is there any way to use multiple UV channels in Unreal, specificially when using a Material…
Well unreal is technically right, they are in use you just cant see them as they are being referenced by code. Unreal has this nasty habit of keeping track of every single item that is imported or duplicated into or out of your package. They are called object re-directors and they are a pain in the butt to deal with as…