Max 2016 (fbx 2014/15) and ue4.11 issue

Bit offended that you think I dont know what reset Xform is.
Not so offended that I feel like telling you… oh wait… :stuck_out_tongue:
anyways

Me and a few buddies checked out the .max file and .fbx file and there are apparently multiple uv-maps in the mesh available, ue4 just doesnt see them.
ipackthat, zbrush, any fbx-importable piece of software sees them but ue4 did not.

This was a rare instance though, as it never happened to me before.
nontheless I think it might be wise to check out the file to see if anything might need an update on ue4’s side.

Basically the mesh had four uv-sets if I am correct, but ue4 only imported UV3 as UV0, and ignored the other uv’s as a whole.

also, at the moment there is no access to the forums because … well you know why.