Hi there, if i've for example a generated trunk/branch/ structure with caps at the end and i've one self made atlas texture with bark, leaves and cap texture. It's possible to change the uv position of the caps that they get exactly on the uv space where my cap texture is? If not i would be forced to do a single texture…
Don't have a working speedtree license right now, so can't look it up but you can adjust uv positions and scale. However the workflow for your example is usualy the other way around. You use single textures and then when you export the tree you have the option in the speedtree UE4 compiler to create a single atlas from…