I’ve been importing some low poly Blender meshes I made into UE5. They have baked high poly to low poly details and textures from Substance Painter. When I import the meshes into UE5 there seems to be a major issue with how light / shadows are being calculated. The meshes look fine in Unlit mode, and they look fine in Path Tracing mode, but as soon as I turn on Lit mode (I’m using Lumen), some blocky dark splotches appear in the viewport. I am desperate for a fix, this seems like a bug to me - but perhaps an expert here can guide me towards a fix?
Please help!
The Mesh should look something like this (this is how it looks in Blender)
Hi and thanks so much for you input. I checked and neither of my materials has ‘two sided’ enabled - though you’re right my mesh has two materials / uv maps. However, I discovered that the blocky black splotches appear suddenly when I enable nanite, and as soon as I disable nanite they disappear! So could this be a nanite bug or am I missing something else?
Really need to resolve this. Any tips welcome. Also does anyone know if there is a way to raise a ticket with epic games if no solution presents itself?
I found a solution that seems to be working, so I will post it here for others to check out. It seems that when nanite is enabled sometimes you have to recalculate the normal maps with this console command: