Is it a good idea to automatically assign a specular value to each unreal materials in which its FBX material has a specular color assigned to it? I have a bunch of materials imported from the FBX and there are lot of materials that shouldn’t shine (specular of 0, which is a property specified on each materials inside the FBX), so manually assigning a specular value to 400+ unreal materials takes a lot of time.
I just made a diff patch (UE4 master branch) to assign a specular value for an unreal material if its FBX material specifies a specular value, it’s up to the UE4 team to decide whether or not it should be featured.