Splitted mesh - correct smoothing groups

I made custom skeleton (Rigify) for MetaHuman in blender, and I need mesh to be splitted to more parts (armor system).

In UE5 I’m using default material instances for this MetaHuman and it worked with default split method (head and body). But when I tried to split this mesh a little more, to fit my project, the same just shows me borders on cut places.

I’m not sure, but I think this is something related to smoothing groups. Already tried recalculation outside and auto smooth shading. It happened after split on arms, waist, neckles and above knees.

Can somebody tell me how can I fix this?

So for enybody else:
I just picked different workflow here. I connected whole mesh again and made hide masks in blender, to “switch off” selected body part

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