I have a static mesh with 2 additional UV channels that I am using to bake data for a shader I am designing. I ran into an issue where the TextureCoordinates of my custom UV channels didn’t seem to be giving me proper values. Here is what one such UV channel looks like in Blender for one particular quad:
As you can see, the UV vertices all lie at either {1,1.44} or {1,0}. Pretty simple, so I went about trying to print this data to the console inside of PIE, [and I found this question where someone posted some C++ code to do just that.][2]
I put this code into my project and tried printing out the UV data of my mesh on this particular channel, and I got this:
As you can see, none of these V values are correct! U values look okay, since they are all 1, but it’s as if the Vs were clamped to the mod range of [0,1] or something considering some of them are “-0.439209”. It has to be an issue with the UE4 FBX importer, because when I import the FBX file into Blender everything looks good, but what’s really strange to me is that when I open the static mesh in the editor, the UV appears to be displaying correctly when I display them in the viewport:
Does anyone have any information about this? Is there some kind of importer setting I have to use to get it to not mess with my UV values? Or if not, is there some other way of baking vectors into my mesh for use in vertex shader code? Thank you!