So we have an issue on Android with multiple Material ID’s on a single skeletal mesh. The issue is that by having multiple material ID’s (3) the UV’s on Material ID #2 and #3 are broken. Basically we can only have a single material ID per skeletal mesh within Android.
Below is a screenshot where the boxes in the background show the textures and materials working just fine. However on the character, they are broken:
Any help with this is greatly appreciated. For now the easiest fix we have is to take each mat ID’s UVs and place them on different channels, and create a single material that offsets each texture by a texture coordinate.
Edit: If this is already a known issue with Skeletal Meshes on Android, I’d like to make the recommendation of updating the Performance Guideline Documentation for Android with this.