This is the material I use:
my goal is for the material not to separate the vertices and to be seen in one piece

If anyone has the solution to this problem, I’d really appreciate it.
This is the material I use:
If anyone has the solution to this problem, I’d really appreciate it.
Hi, how did you get the sharp edges in your mesh? If you duplicated the vertices in your 3d program to get the sharp edges and then imported the mesh into unreal, then you will get what you’re getting right now, cause the vertices you have duplicated to get the sharp edges will be moved separately.
For example if you would use blender and apply a “edge split” modifier to get the sharp edges, then that would be the wrong way.
The gradient you are applying to the UV channel is the culprit. That should be applied to local space along the Z axis. You’ll have to divide the Z axis value by the height of the object (object height in cm).