It looks like it’s due to everything being scaled by 10x in the scene, presumable scaling the tangents by 10x as well. I hope this isn’t the expected behavior because I REALLY don’t want to redo all the lighting for 1.0x scale http://i.imgur.com/SkXEAiY.jpg
Did You managed to solve this problem? I have lots of models rigged and animated in maya and they are too small in UE. But when I rescale them I got this same problem. Any idea how to fix it in 4.2?
here’s a problem that also appeared in 4.2 related to scaling, I assume there must be some relationship between these two issues both appearing for the first time in 4.2 and both being related to scaling!
Yeah, looks like the tangents are getting scaled with the model. Likely a simple oversight since they redid the tangent basis for the new FBX pipeline.
Here’s a hack that mostly works to fix up the normals issue, you might be able to use it for the tesselation problem too:
Here’s the result (Skeletal Mesh on the left and Static Mesh on the right). It fixes a lot of the issue, but I’m still getting some strangeness with the stitching as it uses a heightmap to generate the normal, but it’s better than nothing http://i.imgur.com/nZ1KsGC.png
Glad that’s working!
It’s not fixed in the 4.3 preview, BYW but maybe if we’re lucky it will make it before release… I’m not holding my breath
However, when it IS fixed, you’ll have to unfix your materials :o