Nah, it’s not the first time I encounter this. But usually it’s maybe one or two assets per pack that require full precision UVs to be toggled.
This time, however, since it’s a lot of different modular pieces packed into single 4k texture, a bunch of them required full precision UVs to be toggled.
From the documentation:
By default static meshes use half precision (16 bit) UVs in order to save memory. Enabling this option forces the mesh to use full precision (32 bit) UVs. This might be needed for certain cases when seeing artifacts with texture mapping the mesh.
If I somehow managed to downsample 4k texture, it would’ve been extremely noticeable on the props, because it halves texel density. So it’s not that.
I was thinking maybe there’s some sort of tech or a trick that I’m not aware of, that would help to unwrap UVs in a way that Unreal won’t need to approximate the coordinates.