My textures work in the editor but they doesn't work in the scene

I have textured a character for testing. When I see the material in the unreal editor it seems to work fine (with some differences from the original color).

But when I’m playing in the scene the textures doesn’t work.

Could someone tell me what could be the problem?

This is the original color:

This is the unreal editor view color:

This is the scene color (Black):
SceneView

My textures files:

And the material configuration (Height and diffuse are not used because i don’t know where plug them):

I was reading the following thread in this forum and it says that a solution may be to disable SRGB from maps.

  • Normal Maps
  • Mask Textures
  • Roughness Maps
  • Metallic Maps
  • Grey Scale Maps

I did it, but it does not work for me.

I also tried this other way, the color is similar to the original but the scene still having the same problem.

How can I solve this problem?
Thank you so much!!

Do you have a cube or sphere reflection capture in your scene? That is used to calculate the reflection and it looks like your material is very reflective…

Hi, yes i have a Sphere Reflection Capture in the scene.

I just migrated to UE5 and it looks a bit better (at least it’s not totally black), but it is not fixed yet.

What do you think? Could it be fixed by adjusting some parameter? Or should I to change the texture material to be less reflective?

Thak you so much!!

Yeah try unpinning nodes and setting them as fixed values - maybe try setting the metallic to 0 as a test first…

I feel like a fool. I found out what the problem was. These material types only look good if the engine scalability is Epic or Cinematic.


I think I need a better graphics card.

I want to thank you very much for your time and for your help.

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For me, import from blender, the node was connected to the emissive plug when i plugged it into the base color, it showed up.

Yes… Blender works with OpenGL and Unreal works with DirectX… So the materials imported from Blender need to be fixed a bit before use it on Unreal…

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