Another problem if you’re 3dsMax user is the name of the UV Channel. In max if you got more than 1 UV your channel name (in the channel Info) will be “None” and having more than one channel with the same name will break everything. I think it’s only 3dsMax that does that … I’ve fixed my problem by importing it in blender and back in 3dsMax and was wondering why it was working and I figure that blender renamed them automatically.
Maybe on UE4 side they got a problem with importing duplicated name UV? Should be a bug then?
I had the same problem, so my solution is to create first UVW map from modifier list, then Unwrap UVW modifier then create 2 channels. Works perfectly!
I tried all of these options and none of the above worked for me. However, I did find a solution that worked. The meshes that were coming in incorrect were editable polys in max. I converted them to editable meshes and then they came in fine in unreal. Not sure why, but it worked like a charm.
I tried all of these options and none of the above worked for me. However, I did find a solution that worked. The meshes that were coming in incorrect were editable polys in max. I converted them to editable meshes and then they came in fine in unreal. Not sure why, but it worked like a charm.
None of the solutions listed in this thread worked for me. However, I solved this problem without triangulation and other things. In 3ds max, I just applied Multi/Sub-Object material to the model. And, surprisingly, it worked!
I usually never do this (why use the material in 3ds max if the final render will be in UE4?).
I hope this helps someone.
Hi There!
I see that you already found a solution, but I had the same issue, and I found another solution without re-exporting anything. In object parameters UE has such an option as “use full precision UV’s”. I checked it, hit Apply (that’s important), and everything was fixed.