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Originally Posted by Blakblt View Post
In 4.13 all of my meshes are importing without any UV data. Is there a way to fix this?
I confirm there is a bug regarding the UVs. Importing meshes as fbx files from Blender just like I always did in 4.12.
Objects already have a material uv channel and a lightmap uv channel from Blender. Objects seem to imports fine with UVs in Unreal. Visually looks okay. Mobility of objects set as Static.
But, when building lighting some errors appear: “Object has wrapping UVs”. Strange black pattern appear on objects.
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I work with Modo and export it as FBX and also had one mesh where it said “overlapping UVs”.
In that case, the lightmap UVs were created by the engine on import. Although they were cklearly not overlapping, I got a build warning about it…
It didnt happen to any other meshes so far and I solved it by spacing the texture UVs a bit more apart and set the lightmap coordinate index to use them also for lightmass.
So, I thought the create-lightmap UVs-on-inport part was a bit broken, but as you say you imported lightnap UVs from blender…
Are you sure the second set got really imported and the engine not simply replaced them with an own version?