Hi all, I’m new to Unreal and blueprint scripting, and I’m trying to do a tool to configure an appartment, in which you can change the material of the floor, wall, etc on the fly, loading materials in REST from a json description that we’re already use in another version of the configurator (WebGL based), that will then load the textures via the “Download Image” blueprint node, and apply them to a material that is then used on the mesh.
It seemed to work allright, until I noticed the lightmaps look all funky on the meshes that have a material loaded from that blueprint. I traced it to the normal being the culprit, and then discovered that the normal has 0 red and green channels, and the blue channel is like a bumpmap version of the normal.
Loading the same texture in the assets and using it on a material works fine. Only when I load it with Download Image from the blueprint at runtime it produces this result…
I tried setting the texture compression to “Normalmap” after loading it, but it doesn’t make a difference.
tl;dr: normal map loaded with “Download Image” blueprint node has an empty red and green channel, and a bumpmap version of the normal on the blue channel. What do ?