I tried to UV map some mesh to fit the albedo atlas animal gut texture
but importing it it seems all the textures are rotated and differently scaled so I would need to use the external maps and create a new material by looks
I am not the greatest modeler at the best of times and while I could do a simple material just manually adding re-imported texture samples for the various channels from the zip file I am wondering why they are mapped the way they are in UE4.
I would have thought they would load the same orientation as the maps themselves as how else does one model something to fit them?
The other option is I have to drill down though all the layers and rotate everything or rotate all my UV islands.
I simply flatmapped my model too to use the UV square so it should not have been that complicated.
OK solved this
the ones in the Atlas zip are not the same as the Uasset ones!!!