Summary
I’m packing a four-channel mask in Substance Painter (latest) using User0–User3:
- R — damage
- G — weathering
- B — dirt
- A — paint mask
I built a custom export template that splits the output into R/G/B/A and assigned the four User channels to their respective slots. Exporting as either Targa or PNG, the resulting texture shows no alpha channel once imported into UE 5.8 — the Texture Editor reports no alpha and the material only gives me three usable channels.
Already tried:
- Exporting as both TGA and PNG (8-bit)
- Confirmed all four User channels exist in the texture set and contain painted data
- Unchecked Compress Without Alpha
- Set Compression to Masks (no sRGB), sRGB off
My questions:
- Is there anything in the export template setup that would silently drop the alpha assignment?
- Does UE strip the alpha channel on import if it reads as uniform, and is Force Alpha Channel the correct fix?
- For a mask with four independent channels, is BC7 the recommended compression over BC3 to avoid cross-channel bleed?
Any pointers appreciated — happy to post screenshots of the export template or the import settings if useful.