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>> No.695203 [View]
File: 69 KB, 786x407, hammer.jpg [View same] [iqdb] [saucenao] [google]
695203

>>695199
The process is the same, those UVs are just calculated through the worldspace coordinates. Worldspace UVs are hardly super smart. It's just coords in a quad referencing a texture map that repeats for U/V>1 or <0. And I've never seen any editor guess the scale value of a texture. In general, these things are applied based on the primitives they are based off of, but I might be misremembering that part (this means that textures inherit the rotation of the object, but if you start actually moving verts around you're gonna have a bad time).

As an example, in hammer editor, which is a fairly simple and primitive editor, you can see that these two quads do not line up, because the bottom one was rotated and the top one was created as is. If I'm not mistaken, old UE editors behaved the same.

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