Nanite mixes UV mapping around

Hey guys, does anyone here maybe know how to help with a Nanite and Quixel material issue we have run into?

We have this static mesh that is designed in Solid Edge, and when we convert it to nanite in Unreal, it changes the material mapping completely

This is normal :slight_smile:

And this is with nanite enabled :

Another example of normal :

Then the same with nanite enabled :

Any ideas on how to overcome this issue?

I found my answer, I fixed it by going into the modeling tab, then UV’s, and projecting the UV as cylindrical and adjusted a few transform sliders. Once I changed it, it changed every other instance of this specific static mesh, so quick quick

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Hmm, weird. Because the UV should either be ok, or not…

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