This guide shows the fastest way to turn any texture (or generated RGB) into a seamless tile and optionally bake it into an optimized texture file.
1. Import Your Texture
Import your texture (PNG, JPG, TGA, EXR) into your Unreal Engine project.
2. Create a Material or Material Instance
Create a material or a Material Instance based on MM_SeamlessWrap_Demo (SeamlessWrap/Materials/Master/MM_SeamlessWrap_Demo)
Note:
In this demo material, the normal map version of Seamless Wrap is enabled by default.
If you don’t need a seamless normal:
- Disable Make Normal Seamless
- Set Normal Flatness = 1

3. (If needed) Add the function manually
If you aren’t using the demo material:
- Right-click in the Material Graph
- Search for “Seamless Texture Wrap”
- Place the function
- Connect RGB Result → Base Color

4. Assign Your Texture
Inside Main Texture parameters:
- Texture → your imported texture
- Tiling = 2 (default, ideal for seam adjustment)

5. Adjust the Seam
Use the parameters inside Seamless Texture Wrap to control the seam:
tiling, offset, cropping, reverse mask, seam fill, etc.
You can open the full parameter list on the dedicated documentation page.
Save your material.

6. Why do I see thin lines on the seam?
If you see faint light or dark lines on the borders — this is normal at this stage.

This happens because Seamless Wrap uses:
frac(UV)
Mipmap sampling pulls pixels from the opposite side of the texture, causing mipmap seam artifacts.
How to fix it correctly
✔ Use the built-in Texture Baker (recommended)
It removes artifacts and makes the material much cheaper.
Temporary alternative (not recommended)
You can disable mipmaps:
Mip Gen Settings → NoMipmaps

…but this is worse for performance.
7. Open the Texture Baker
Open the Editor Utility Widget:
EUWBP_TextureBaker_Seamless
(Located in the SeamlessWrap/Widgets/TextureBaker/SeamlessGenerator/ folder)
Then:

- Open the Graph tab
- Find the variable SourceMaterial
- Set its Default Value to your configured material
- Click Run Utility Widget
A baking window with preview will open.
8. Bake the Seamless Texture
Adjust the baker settings and click Bake.
A new texture file will be created in the folder you specified, in color, grayscale, or normal format.

This baked texture can be used directly in any material without Seamless Wrap.
9. Apply the Baked Texture
Create a new material (or Material Instance) based on:
MM_SimpleTextured_Demo
*If you do not need normals: Normal Flatness = 1

If you use your own material:
- Add a Texture Sample
- Set Texture = your baked seamless texture
- Connect RGB → Base Color

10. You’re done!
Your texture is now fully seamless, artifact-free, and significantly optimized.
To visualize the improvement:
Lit → Optimization Viewmodes → Shader Complexity
Your baked material should appear light green, indicating minimal shader cost.
