help me !! Eyelid normals flipping issue with Maya Live Link in Unreal Engine

Hello, I’m working with a character rigged in Maya and connected to Unreal Engine through Live Link.
The issue I’m seeing is that when the character blinks (closing eyelids), some polygons on the eyelids appear dark, as if the normals are inverted.

  • The static mesh version of the closed-eyelid pose looks correct in Unreal.

  • The skin weights in Maya look fine, and rendering in Maya shows no issues.

So it seems to be something about how Live Link handles normals/tangents during animation playback.
Is there a way to fix this within Unreal (material settings, import options, or Live Link settings)?
Or is this a known bug with Live Link skeletal meshes?

Any help or guidance would be greatly appreciated!

You need to enable “Recompute Tangents” on the material slot assigned to the eyelids/skin.

You might also need to enable “Support GPU skin cache” in the project settings if it’s not already enabled.

I’m not in front of UE at the moment otherwise I’d post a screenshot.

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Hello,
I’m an animator experienced in 2D and 3D work for characters, cutscenes, and trailers. I’d be glad to support your project and adapt to the style you’re aiming for. Please let me know more details about what you need.