Hi Everyone.
I had issues with assets looking lowres in viewport.
I thought it has something to do with project settings, viewport settings etc. But realized that it has something to do with assets (Megascans) not exporting/importing correctly from Fab (Epic Games Launcher) to Unreal.
Seems like when exporting a new asset to my project the material is broken. Maybe it does not download the material specifically for Unreal. It is missing Normal and maybe other textures as well. I only see Albedo.
Export settings are for Unreal 5.7, FBX and High quality.
Using Mac Studio M3 Ultra
Anyone know what is causing it by any chance?
I’m not familiar with this particular case, but you should be able to export textures, or rather the entire .fbx file. If so, you can manually import the missing textures and add them to your materials. See below. Ideally, migrate should leave everything the same as it was in the original project, though.
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Hey @Soroush.unreal Thanks for reaching out. Please note that we are looking into it. We will get back to you as soon as there is any update.
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@Infant_Zero @Urooj.shahzadi Thank you for your reply.
I am adding a little more information here.
So when I export an asset from Epic Game Launcher to my scene, I see that I am missing these 2 textures comparing to what I see in the downloaded folder, Normal map and Cavity map are missing.
I can drag and drop them into my scene.
I did that and assigned the normal to the current shader and reversed its green channel (which I believe I should do because it looks reversed if I don’t) And the asset looks good now.
I don’t know if I should use any other texture maps like the Cavity that was missing?
I tried exporting the same asset as GLTF, that seems to be working fine and asset looks fine in my scene. So it is happening on FBX only.
After adding the Normal map manually, comparing the GLTF with the FBX, it seems like the FBX material is only missing AO. That is how FBX setup might be always if I am not mistaken.
Btw, this is happening on both UE 5.6 and 5.7 versions.
I hope there is a fix for that so I don’t have to import and assigned the Normals manually for every asset I export from Fab as FBX.
I am going to use GLTF for now 
There is also this issue that deleting folders from my Content inside UE doesn’t work, unless I manually delete the files inside every single folder and delete their folder after that. So I should delete the textures, then I am able to deleted the Texture folder. Same goes to Meshes, Materials etc.
Btw I am using Unreal on Mac Studio M3 Ultra.
Glad the workaround helped. And, while I don’t have the official answer, the folder deletion issue has been there, off and on, since I began working with UE5. ‘Update Redirector References’ might help, but I just find it faster to do it the long way.