Is there a trick to laying out UV in a way that Unreal won't mess it up?

Oh, not at all. I was just testing it with 512p texture applied to the material. What I’m snapping, however, are UVs in lightmap channel. Again, purely for testing purposes. Texel density is 4.77 with 512 texture. So it’s pretty low.
If I try it with higher texel density, like 12, for example, then the circle looks like a circle after snapping UVs.

So, basically, yes, I found a solution that I should incorporate in my future work.
Thank you very much for the help!

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