I am a technical artist working with Unreal Engine 5.7.1. I would like to report a fundamental logic issue in the Datasmith importer for SketchUp that severely breaks the standard UE material workflow.
The Logic Error:Currently, Datasmith bakes the UV coordinates based on the inverse of SketchUp’s physical dimensions.Example: A 1600cm x 900cm texture in SketchUp is converted into a UV Tiling value of approximately 0.00587 x 0.002822 (Calculated as \(2.54/\text{Size}\)).
Why this is a problem:
1\. Mesh Contamination: This extreme scaling (e.g., 0.002822) is baked directly into the Static Mesh's UV channel 0.
2.Incompatibility: When we replace the imported material with any native UE material (e.g., Quixel Megascans or Marketplace assets), the new material's 1:1 tiling is scaled by this baked 0.002822 factor. This makes the new texture appear hundreds of times larger, appearing as a solid color.
3.Workflow Overhead: Designers must manually use "Modeling Mode" to re-project UVs to 1.0 for every single mesh to make them compatible with standard UE shaders.
Our Request:
Please provide a Datasmith import option to "Normalize UV Mapping to 1.0".Instead of baking the \\(2.54/\\text{Size}\\) ratio into the mesh, Datasmith should bake a standard 0 to 1 UV map (like 3ds Max does). Any physical scaling from SketchUp should be handled within the generated Material Instance parameters, not the Mesh UVs themselves.
This change would allow us to swap high-quality UE materials onto SketchUp-imported assets seamlessly without additional UV re-projection steps.