I am working on a animated book made in 3d max that has a bone hierarchy to open the book covers (easy stuff) and a morpher animation to modify the pages mesh when it’s fully open. The thing is when I export the whole thing to UE it’s seems to ignore my mapping chanel 2 where the lighting uvs should be, making really weird things with the light. My question is, is there any way to make my “morphed” mesh to keep it’s UVs so the light can work properly both open and closed? I attach some pics to make it easier to understand.
Thanks in advanced!