We encountered a pretty weird and quite reproducable bug when importing from 3DS-max (or probably any other software) into unreal. If we start off from a geometry, and then mirror it and rotate it by 90 degrees, then edit it again, the normals and tangents get some weird artefacts imported into UE5.
These artefacts aren’t visible in Houdini (not even on the geometry spreadsheet level) and they aren’t detectable either in Max.
Here I attached a file to demonstrate it, as well as a picture of the artefacts it shows in UE5.
I tried changing the relevant import settings to no avail, I also tried running the asset through houdini first, same result.
The same mesh works perfectly in UE4, and the same mesh works when we leave out either the rotation or the mirroring.
Building_014_Element_.FBX (23.0 KB)
I suspect an engine bug but I wanted to ask if you think there’s something I don’t know.