Odd issue here. When I export from Solidworks using IGS, and then import into UE4, convert the CAD to mesh and apply UVs as I understand they should be, when I assign a texture map, it’s showing as flat.
<SNIP>UPDATE: Per the thread below, the issue is as follows. When importing CAD models from various programs, the architecture is imported properly, however, UVs are applied incorrectly. To attach a texture, you need to set scaling at 0.02 for them to be properly applied. A ticket has been opened to address the original issue, here: Unreal Engine Issues and Bug Tracker (UE-64566)
If you’re affected by this issue, as some have noted in this thread, please vote to get this more visibility.<ENDSNIP>
Here are the settings I have for the mesh after it has been imported:
(Yes, I realize it’s upside-down. I’m still trying to improve on my workflow. LOL.)
…and here are the results after applying the same texture that appears on the wall immediately beside it. (The flat parts are the new ones I’ve imported, and the textured ones are walls I created using the brush and converted to meshes…
Any idea what I’m doing wrong here? Am I missing a step? The UVs look correct to me, so I don’t see why the texture is having an issue. If it’s with the way the faces have additional unexpected wireframe (the connections on the face look wonky to me) is there a way to edit this in UE4? As far as I’m aware, while programs like 3DSMax have the ability to create and ‘unwrap’ UVs, I do not think Solidworks has this ability or function.
Thanks in advance!