RED UVS AND UV CHANNEL NOT AVAIABLE

Hello guys!

A simple and fast question : If my UVs work because the textures are rendered correctly, why in the detail, the 1001 shows red UVs and its channel cannot be selected?

Thank y’all!

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Hi @Cykablatta In my opinion, it must be because the mesh doesn’t actually have a valid UV channel corresponding to 1001.
Unreal displays the channel name based on internal indexing, but if the imported mesh only contains a single UV channel (usually UV0), then channel 1001 (which maps to UV1) will appear in red and be unavailable for selection.

This usually indicates that the UV channel is either missing, not populated, or invalid in the source mesh.

If you’re still facing challenges or have new questions, feel free to share.

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@BRGEzeHulton Strange because I’m sure I included the 1001 in export. Also because I should display the meshes on the 1001 in clay or with the 1000 in overlay. However it is a unique texture so it seems strange to me. I’ll check again on Blender, re-export and let you know! :slightly_smiling_face: :folded_hands:

thank you so much anyway!

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Ehi @BRGEzeHulton ! :slightly_smiling_face:

I checked back in Blender, and it’s as I remembered, both uvs (1000-1001) were set to export. Maybe I should select with “a” the islands like in Substance Painter, before exporting to EU? Anyway, if you have any other suggestions/thoughts, I’m listening!