Nanite ignores UV channels higher than 3. Bug or Intended?

Edit: In the original post i was confused to what causes my UV channels 4+ being ignored. I now found out through experimentation that this is only the case when Nanite is being activated. Not sure if bug or limitation. Have not read about this anywhere so far.

Hi there.

I have a UV problem that i cant make any sense of. I made different uv sets to put on specific decals on different parts of a car. My car meshes all have 5 UV sets. They have different names, are all ordered in the same manner. I check the exported fbx file and it is all there as intended.

here looking at the fbx channel 4 working as intended (in this pic there are 6 uv sets…that was just me debugging)


In Unreal there is something strange and incoherent going on for 4 different Static Meshes of the vehicle. The textures for channel 4 and 5 are not showing up. The UV sets themselves are arriving in UE. But when i look at them in the static mesh editor (specifically channel 4 and 5) they seem to be “empty”.

Texture not showing up in UE:

Static Mesh Editor looking at the UV in question appears empty

Modified CarPaint Automotive Material setup. Decals from the different channels being added up . Each one piping Texture coordinates of the according UV channels in

When i go to the modelling section and get a view of the UV layout it all appears correctly. There is also the missing decal appearing when i use the material thats intended for it.

If i accept the layout it instantly switches back to where it was before…to being wrong.

I have no idea what is going on. Channels 0,1,2,3 are working fine everywhere. Channels 4 and 5 have these problems.

Either its a bug or I am missing sth.

I simplified the whole thing

simple material setup piping texture into UV channel 4

making a NEW UV projection inside Unreal into channel 4

Accepting the new UV and Boom…its gone

I cry

Another update:

With more testing i just noticed that as soon as Nanite is activated on a mesh it only cares for UV channels 0-3. Higher channels get ignored.

Interesting, I have never read anything about this limitation. Not sure if its a limitation or a bug.

I change the title of the post.

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