I have a headache importing meshes from Maya. I’ve followed the rules, read the unreal documentation for FBX exporting, tried to change FBX version, checked “Use Full precision UVs”, etc, etc, but this is my problem:
When I map in Maya a mesh with UV’s that exceeds the 0-1 space, I get wrong UV’s in UE4 when I import them.
Bear in mind that I map bigger UVs on purpose, and this is what I’m looking for.
@HaxO, No, it’s the right UV channel. I use a second one for lightmap, but the UVs are in this case inside de 0-1 space and there’s no problem with it.
@Tim Hobson, No, if I don’t check “full precision UVs” I get the same issue. Here’s the link to the FBX:
Thanks for providing the asset. I was able to export it and get the same results from Max as well. I even welded some vertices for the edges that were overlapping to see if that would fix the issue with no change.
Ultimately, the only fix was to keep the UVs within the 0,1 space. For some reason with this mesh and the UVs anything that is outside the 0,1 space will separate like that.
Would you mind creating another simple mesh and see if scaling it outside the 0,1 space causes the same issue? I often scale my UV islands well outside the 0,1 space as well and have not run across this issue.
With my multiple tests I didn’t use full-precision UVs only the default settings.
Hey guys, this is driving me crazy. I’ve tried it in another computer. I’ve created a new maya scene (to avoid a possible file corruption of my previous scene), I’ve create a simple mesh similar to the last one. Only a cube with some extrusions. I’ve rebuit 2 UV channels. In the first one the UVs exceeds 0-1 space, in the second one not (lightmap). And…same **** issue!!!
The UVs of that exceeds appear red coloured and quite destroyed in the static mesh window inside UE4. No way.
I’ve seen a lot of meshes from other people with UVs outside 0-1, so, I don’t understand anything. Maybe Maya 2015, maybe FBX 2014 format.
Please, any advice would be appreciated, and big thanks HaxO and Tim Hobson for their help
Tomorrow I’ll continue struggling to get this solved. Time to bed in Spain.
I think I may have figured this one out. Personally, with my models since I use some tiling textures I do a lot of UVs out of the 0,1 space. After checking those I could see the same issue in mine as well.
This appears to be a bug in the engine that after going back through previous engine versions it appears this has been this way and just not caught. I do want to point out that it isn’t destructive to your models UV even though it appears to be. I am going to put in a bug report for this. (TTP:347125)
Here is a screen shot of a model I created like yours that you’ve provided and looking the bottom piece that separates in the mesh viewer is fine as far as a texture is concerned.
I’ve applied a simple UV checker texture to see if this is being destructive but cannot see that it is.
Million thanks Tim. I had also realized that any tile texture was applied correctly on the mesh even the destroyed UV map (1st channel), but honestly, I can’t bear such a load running through my brain :(, moreover having seen a bunch of meshes with their UVs out the box so nicely displayed in the static mesh window.
I’ve been about to notify the issue here:
But I’ve seen you did it first. Thanks again for your time, cause I can now calmly keep on my project while waiting for a cosmetic fix for my UVs.
It’s my great pleasure to be part of this wonderful community. Cheers
It is definitely awesome to have you here in the community and the “thanks” are definitely appreciated!
AnswerHub definitely makes it easier to track questions and issues like this that come about but it’s definitely not a problem that it was resolved here. I’ve bookmarked this post and when I see a fix come in from my report I’ll verify and make sure to post an update here.
Thanks for all your help and information as well! It makes things that much easier!