I’m exporting from 3DS Max an fbx mesh referencing multiple 4K maps. In the export window I check Embed Media to ensure the material is brought along when importing into UE4. 3DS Max export produces a .fbm folder containing the group of 4K textures and for each map UE4 produces a Material, the problem being only the first map is imported and linked to the first Material. I have to import the remain dozen or more 4K textures then open each Material, deleting the wrongly placed texture node, drag in the right texture and link to base color. I have slews of these to onsey twosey this way, is there some setting I’m leaving out in 3DS Max or in UE4 to avoid this issue, or is this a bug?
This problem should go away when I upgrade to Granite for UE4, but not quite there.
Thanks.