Road Mesh Textures/Materials Not Displaying Correctly

I have a road mesh that I made and textured in Blender and imported to Unreal Engine as a .glb. I am experiencing a weird bug where the road lines are not visible because of some lighting error it seems? I am using Lumen, so baked lighting should not be a problem. Can anyone advise? Thank you.



Can you show the material?

The mesh imported with two materials, black and white, attached respectively.

Just for my edification, is the scaling negative at all?

If it is, reverse it.

Actually, maybe try reversing the scaling, in general.

The scaling on the mesh was not negative, and reversing it did not yield any results.

Maybe try changing the roughness to 1-roughness, or hard-set it to 1.0 for a test

Changing the roughness of the material did not change anything either. Additionally, the roughness had been set to 1.0 in Blender.

What does it look like in “unlit” mode?
image

Looks perfectly fine in Unlit mode, that’s why I was saying I think it’s a lighting thing :sweat_smile:

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agreed - try disconnecting the AO, Specular and Metallic pins - the times I’ve had funny reflective issues like that have been a combination of the metallic and roughness being skew.

Test it in the level too - if it shows ok in your level but not the static mesh editor - it may be a bug in UE.

Disconnecting those pins did not fix. And yes, I had tried in the level as well

That kind of leaves the normal then - maybe it’s coming out as 0,0,0 or something - try unplugging that - just strip it down to a simple color going straight into the output rather than using the mixer node if that doesn’t work.

Nope, even removed the mixers. Weird. Has to be some lighting setting, because you can see that at some angles, you can almost see it.

And you did try setting the meshes scale to -1 in each dimension one by one? If a blank material also has the same problem that leaves flipped vertex normals like Leomerya12 suggests.

Yes, I have tried that as well.

another way to test is to recalculate the normals in blender:

I tried that as well, didn’t have an effect (it shouldn’t, the top of the road is flat).

ok, what happens if you use the default “plane” actor and set it’s material to either of the roads materials?

Both white and black will display on a plane.