Anisotropy material

Sorry for the late reply I don’t seem to get any email notifications from replies on this forum.

Thanks for trying it out. I made some changes that should fix some issues.
https://github.com/stororokw/UnrealEngine/commit/9fdef56cbc1e7c9b62945ce8899dc7d62f687b12

By default the tangent input expects a vector map (anisotropy map) which consist the red and green channels. You can read more about it here: Anisotropic Direction
But, it boils down to this:
red = highlights run horizontally
green = highlights run vertically

The rotation input expects a ‘rotation map’ where black corresponds to 0 degrees rotation and white a 360 degrees rotation.

You are correct that the tangents are tied to the UVs, so I usually just planar UV map circular things and make sure they are orientated properly.
where are you using that anis_map.png file?
what do the UVs look like?

It should be possible to do. Make sure its srgb is unchecked for the rotation texture.


And the corresponding rotation map