I tested importing with different variations (non-skinned mesh vs skinned, edit mesh, edit poly, adding disabling export options, adding the same normals edit on all morph targets) - result is always the same.
If the mesh has ‘Morpher’ modifier on it (even disabled) normals won’t be imported, the same meshes imported normals correctly once i deleted the morpher component
// Steps to recreate
(Using 3ds max 2014)
- Create a mesh (a simple sphere)
- Make a copy (morph target)
- Add Morpher modifier and get the target
- Edit normals (via Edit Normals modifier) on mesh with morpher (select all and drag into a direction or something)
- Create a point helper and skin the Mesh to that point (to get the morphing in the UE4)
- export to ue4
- (on import) select Import Normals (or Normals and Tangents)
As a result i’m getting the default generated normals rather then the exported one
Thank you for your attention
