Is it possible in ue4 to use two different uv map layouts on one skeletal mesh at the same time. Let’s say you have a uv map layout for the skin texture and a second modified uv map layout for the normal map texture. I simply want to use a modified skin texture, while keeping my old normal map texture. I’ve exported my character from blender with two different uv map layouts and don’t know what to do now for it to work correctly. Do I have to do something with the uv channels or change some other settings?
You could simply setup 2 materials for the one skeletal mesh and then use code to swap them out.
I found a possible solution. Just create a “TextureCoord” Element in the Material Blueprint, set its coordinate index to 1 (second uv map layout as exported from blender) and connect it to the “UVs” pin of the normal map texture and so on. The skin texture stays unchanged and automatically uses the coordinate index 0 (first uv map layout). I am right? It seems to work for me.