Unreal Engine 4 Messing Up UV's on Import

Great :smiley:
The low-precision UV system the Unreal ues has been in effect at least since Ue3, presumably to deal with the previous gen consoles severe memory limitation. It really only saves a few Kb per mesh, but multiplied by a couple hundred meshes is a lot of data. I’ve also never had that issue with other game engines, so I’d just assume that they generally use full precision floating point UV coordinates. Unreal has a few of these “hacks” lingering around to maximize game performance at the cost of additional production time, flexability or simply requiring the artist to be more careful.