I export Alembic Caches out of Maya and other 3rd party problems such as Max with UV’s enabled. I verify the UV’s are intact by opening that same exported file again in Maya or Max etc and its fine.
The issue I am having is when I import that same alembic file into Unreal the UV’s seems to be messed up. First I thought maybe it was flipped or rotated but that does not seem to be the case. So basically my textures aren’t correctly showing.
I am just wondering if this is a minor teething issue as its experimental and whether anyone else has this issue.
Appreciate the time.
Can you elaborate on ‘incorrect UV’s’ and maybe attached the cache you are importing so I can take a look. Also which type are you importing the cache as?
Thanks for getting back to me, I have attached an image with roughly what is going on, Its like its inverted (Flipped) the geo and UV’s, so when I flip the UV’s in Maya thinking that will fix the problem, it doesn’t because upon importing an alembic Unreal seems to flip whatever is imported.
I am exporting the cache from Maya alembic.1.0 into unreal as static and have done the test with experimental. The animation is sweet, just this UV issue is a major issue.
For now as a workaround to the bugs, you can rotate the object -90 deg in X, set -1 on the Z scale. For the uvw, make sure to use a texcoord node in your shader and input -1 value on the V.
You might have to manually set the bounds in your asset for it to draw properly.