I was using the support skin cache option and force recompute tangents, because i have some extreme morphs on my skeletal mesh and from what i understand fbx can’t save custom normals information for morph targets(if this information is true or not the fact is that i have some extreme morphs and they get bad shading when applied but with the support skin and force recompute tangents it’s fixed and was working just fine)
this function was working fine on 4.23 but now i migrated to 4.25 since it’s the latest stable version and it’s not working anymore, i even tested on 4.26 and the same issue occurs i have seams where my UVs are cut.
My character on 4.23/4.25 both on blank project using the support skin cache and force recompute tangent
Using the default material with only the color map
I Tried Using the “DeriveTangentBasis” Node and unticking Tangent Space Normal Solution but it doesn’t work, i also tried all sort of material settings with all maps, and all configurations possible for my normal map.
But what troubles me is that even without all those hacks this option worked fine on previous version of the unreal engine, i can only imagine it’s a bug???
One thing i also noticed that may be related is that the character in 4.23 has less vertices, it’s exactly the same character the same Fbx file, i created those 2 projects on .23 and .25 at the same time and used the default import options and have no idea why that happens