Hey, I have a probvlem where the uvs in unreal on a model blender are either missing or distorted on specific faces.
I’m creating barriers by using trim sheets and the array modifier in blender, then setting the uv offset for the array so it tiles seamlessly. Here is a screenshot after applying the array and curve modifier:
After importing it to unreal there is this stretched bit of the texture, I think where the array repeats:
So far i have tried recalculating normals outside, merging vertices to make sure there aren’t any missing or overlapping, and triangulating the mesh before exporting from blender. I’d really appreciate any help!
Hello there @virtual_gmk!
That’s an interesting effect you are getting, it looks like a distortion, possible caused by an interaction between the array and the curve modifiers. They could be making the UVs overlap on top of each other. Blender makes it look fine in the viewport, but UE is a bit trickier on how it interprets UV islands, so some of those faces end up stretched, or broken.
First of all, please make sure that all your modifiers are applied, then double-check the UVs directly in Edit Mode. If you find any seams that don’t line up as cleanly as Blender showed, then do a re-unwrap of the strip, via using “Follow Active Quads” across the mesh.
After that, check that your trim offsets aren’t pushing the UVs beyond range. A test with a checkered texture would confirm if the build is properly setup.
And of couse, you have to consider the rocky relation between UE and Blender. Make sure that your export settings include all modifiers and transformations. If the issue persists, test by resetting import/export settings on both platforms.