Animated alembic meshes have some property that treats the UV differently than a static or default object in UE, but can’t figure out exactly why. As you can see in image, left hand side is a default plane with material applied, and right side is alembic cloth import with same material applied. On the alembic it appears heavily pixelated when it should be sharp, almost as if it doesn’t have enough resolution.
Weirdly enough in the material settings if I lower Maximum Texture Size lower and lower, it does pixelate worse which would make sense. However past 1024x1024, UE decides to still display it as if it is 512x512. This leads me to think there’s some weird limit on textures somehow applied to geometry caches that could go past 1024 if I knew where to increase it.
Things I’ve tried:
Increasing Maximum Texture Size
Adjusting MIPs
Importing at 10x scale, then scaling back down, nada nothing
Importing material with Cineware trick since its coming from C4D materials assigned
Creating material from scratch
Changing UV tiling settings which are still blurry at large scale anyways
Additionally even default materials from UE default will display with this same weird tiny pixelating wrapping-like error regardless of material as seen in second pic. The alembic itself is a nice, high quality subdived mesh sim out of C4D about 6GB, so it’s not low resolution mesh causing it. A single color or gradient material will look fine since it has no detail, but second you start adding detail color maps in it just gives this look like a bad tile.