How to do it...

One of the ways we can use texture atlases is through modifying the UVs on the object. Let's do that now:

  1. Create a Material and name it M_TextureAtlas. Double-click on it to enter the Material Editor. 
  2. From the editor, create a texture sample by holding down the T key and then clicking to the left of the M_TextureAtlas result node. Connect the top pin to the Base Color pin.
  3. With the Texture Sample node selected, go to the Details tab and set the Texture property to something that also has a normal map. As mentioned, I used the flipbook texture from the Engine Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures folder.

To make it easier to see our cropping, we can change the preview display to show a flat ...

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