# Skeletal mesh importer cuts mesh over UV seams

**URL:** <https://forums.unrealengine.com/t/skeletal-mesh-importer-cuts-mesh-over-uv-seams/484046>\
**Category:** Rendering\
**Tags:** bug, uv, seams, unreal-engine, import, skeletalmesh, question\
**Created:** [May 28, 2021, 10:30am UTC](https://forums.unrealengine.com/t/skeletal-mesh-importer-cuts-mesh-over-uv-seams/484046 "2021-05-28T10:30:59Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Uno1982](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/uno1982/32/982436_2.png) [@Uno1982](https://forums.unrealengine.com/u/Uno1982)\
**Post date:** [May 16, 2024, 3:46am UTC](https://forums.unrealengine.com/t/skeletal-mesh-importer-cuts-mesh-over-uv-seams/484046/4 "2024-05-16T03:46:04Z")

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Actually you can kind of “fix” this in unreal with the reimport dialog and make sure to tick import normals and tangents instead of letting unreal calculate them.  
Use this to force the dialog for import.

> [@Is there a way to force "Reimport" to show options?](https://forums.unrealengine.com/t/is-there-a-way-to-force-reimport-to-show-options/314980/9):
>
> Right there

However this doesn’t fix the issue that unreal creates in an editor like blender or maya where the skeletal mesh is now needing to be rejoined by distance because its now torn along its UV islands after export to fbx. Sadly this all but destroys normals in some cases making it really difficult to work with any fbx exports from unreal.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/d/9/8d9e92807de17333ee19c77b1c898fd5af469cd1.jpeg)

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