UE 5.5 mesh texture paint on nanite

UE5.5 has this cool feature Mesh Texture Color Painting which seems like a perfect replacement for vertex painting. however I’ve notice some problem. the mesh paint data stores in texture and it need non-overlapping uv to work properly. lightmap uv seems perfect for it. but you cannot choose which uv channel to use when painting. if my uv0 channel has overlapping uv islands( which is quite common for using trimsheet workflow) , the painting will be buggy. it will be great if there’s an option to choose which uv channel to use (or use lightmap uv automatically) when painting mesh texture.


The UV index for painting is selected in the mesh asset. This can be overridden on a per mesh basis as well.

1 Like

oh great, thank you! I didn’t found that.