Hello,
When I import my mesh, the UVs (channel 1 and 2 in 3ds max) both import just fine, but my mesh doesn’t use them. It’s like it just create its own UV even if it sees the other imported UVs.
- In 3ds max, channels 1 and 2 are unwrapped correctly.
- If I assign the checkered default texture while unwrapping, everything is fine.
- In the Channel Info, my mesh only have 2 maps for the uvs.
- I have assigned a material to my mesh.
- In UE4, when I toggle the display of the static mesh’s UV, it’s all good. Just like 3ds max for both channels (0 and 1).
But still, my mesh have a distorted texture/uv in the viewport.
Any idea what could be wrong?
Edit: If you have 3ds max 2015, look down for the answer