Strange horizontal lines

I don’t know where these lines came from, but they’re making texture mapping a headache as the lines show through the textures. The far-right end is what it’s supposed to look like. I thought it was because the model wasn’t flat (it isn’t in some places), but it looked fine in Blender (used a different program to make it).

So, I’m at a loss. Does anyone have any ideas about this?

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How have you mapped the UVs?

I have them as UDIMS in Maya Creative.

Here are the images:


The bottom shape on the last image is the geometry with the lines in it.

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Right, but what have they been translated to in engine. Try putting the default grid material on the floor. Does it look ok?

What you didnt write:

What UV is the material using?
Any change you overwrote by creating the light uv on import?

And another consideration:
you can easily get that sort of effect by baking lights on an asset with no lightmap.

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The material for the object is Lambet. Exported it with “smooth grouping” option. I have its collision boxes as “standardSurface”. I have everything object as a “blueprint actor”. The earlier picture is what it looks like with no textures.

I did get this error message when I built my lights. Here it is:

The problem object is “sideWalkAndRoad”. Maybe that’s something, cause the object looks like this in the viewport:

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Really, can you just try this mat?

that will be the fastest way to see what’s going on.

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Sorry, I misunderstood you. I can’t find the “WorldGridMaterial” for some reason (I might have deleted it my accident), so I made a new material and used that instead.
Here’s some screenshots of it:



I don’t see the lines, so maybe it’s an exporting issue.

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I’m think it might be…

It’s in the engine folder

Or, you could open the mesh in the static mesh editor and show us the UVs

I found the WorldGridMaterial just by removing the objects existing material. With that, the lines are back. Here’s some screenshots of it with the material, and it’s UVs:


I have a feeling it’s because of the dips in the object. There’re probably too many edges there. I may have to use a token and straighten some sections and/or remove some edges.

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At first glance, they look ok. You’re right though, it does look like the actual object has grooves in it.

It’s pretty hard to tell from here. You can upload it as an FBX if you like, I’ll take a look ( just the floor ), otherwise I’m a bit stuck…

Okay. Here it is:

sideWalkAndRoad.fbx (448.4 KB)

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Ok, sorry for the delay. Nope, UVs are fine. I’m guessing it has to be the material you applied, or something related to lighting.

I was afraid of that. I’ll try exporting it again tomorrow and see if that works. The whole thing is the Lambet material like some of my other models, so this nuts. Either that, or import it onto Blender, re-create its collision blocks there (cause Maya ones don’t like BLender), then export it to see if that changes anything. I’ll let you know what happens after that as soon as I can.

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Okay I’m back.

I’ve spent all day recreating my road and sidewalk. I’ve imported the new piece into Unreal Engine 5.32, and the lines ARE BACK! But after some cloning, I realized that you were right. It was the lighting.

This is what a copy of the object looks away from the scene:

This is a screenshot of the area with an additional diagonal light:

THE LINES ARE GONE!!! o__0

I should have known since I’ve made this project in version 4.26 in 2018. I’ll fiddle with the lighting later as I have a token to exploit now. I’ll fill you in later with the results.

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Ha! - progress :slight_smile:

Could it be that you’ve positioned the model a long way from the origin? ( 0,0,0 )

Do you have a standard lighting setup?

The grid material and the UV outside the UV area don’t really jive with me.
I’d still blame the UV or how the engine chose to import said UV.

Try deleting the mesh and re-importing it? Some times the engjne likes to get stuck…

I don’t even know where the origin is anymore. The model is so big, it took over the entire area.

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That model used UDIMS, so two square grids. That’s what I’ve been using for bigger, and more detailed objects lately. Like the buildings in the background. That way, the textures won’t look so blurry when I import the TGAs from Photoshop. I’ve reworked the object, so the UVs are on one square grid now. I’ll give your idea a try and see what happens.

Just drop a sphere in the scene, and put it at 0,0,0. Then you can see.

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