How to rotate textures in the ‘Graph Editor’ in UE5?

In one of my previous tutorials, I talked about how you can quickly adjust your UVs within Unreal Engine 5 using ‘Modeling Mode’. Today, we’ll discuss how to rotate your textures in the graph editor. One of the most commonly used nodes for rotating textures in the ‘Graph Editor’ is ‘CustomRotator’:

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    Explanation of Input and Output Pins:

  • UVs (V2): Accepts input from TexCoord[0].
  • Rotation Center (V2): This represents the center point of rotation. In most cases, you will not need to modify this value, so you can leave it as is. The default value sets the center as the reference point. To clarify, for instance, changing this value to 0 0 would shift the reference point to the top-left corner.
  • Rotation Angle: According to the official documentation, this parameter can accept values ranging from 0 to 1. These values can be interpreted as percentages. For example, a value of 0.25 would rotate the texture by 45 degrees, 0.50 by 90 degrees, 0.75 by 135 degrees, and 1 would rotate it by 180 degrees, effectively returning it to its initial position. This parameter can be manipulated using ‘Scalar Parameter’, ‘Constant’, etc. It’s worth noting that despite what the official documentation states, this node can also accept negative values (such as -0.25), allowing for clockwise or counterclockwise rotation.
  • Rotated Values: Goes to the UV channel of your texture.
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Rotation Angle Reference

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Rotation Center Reference

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You can bring in a vector parameter note, as shown in the following screenshot, to control your reference point:

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Rotation center reference values: (We don’t need the blue channel (Default Value: 0) and alpha channel (Default Value: 1).)

  • Center Reference Point: RGB (0.5, 0,5)
  • Top Left Corner: RGB (0.0, 0,0)
  • Bottom Right Corner: RGB (1, 1)

We can use the ‘Time’ & ‘Sine’ node to create moving textures. I won’t dive into that in this tutorial, but if you’re interested, I’ve already written a tutorial about it here.

One more thing before ending this tutorial: You’ll notice that when ‘CustomRotator’ rotates a texture, sometimes you might see other tiling parts of the texture at the corners of the screen. To avoid that, you can double click on your texture inside UE5, find the area labeled ‘Texture’, ‘Advanced’, and change your tiling methods (X-Axis Tiling Method and the same for Y) to clamp instead of wrap.