Importing Mesh from Blender, .obj or .fbx same result. Mesh is perfect, UV impeccable. In Unreal it looks right, but only when I go to any kind of Modeling Mode.
Clearly Unreal is capable to display it all correctly, it is flawless on the second screenshot as you can see. So what the problem to be like that all the time. What is going on…
Hey there @Engelard! That’s interesting. Could it be related to LODs? The difference between the modeling mode rendering and the usual SM shouldn’t differ much naturally.
Okay, my Imported spline Mesh was alright when it was RAW by itself in Unreal, but it gets ruined once I try to include it to any another Mesh. No matter which way, Union Boolean, Unite, Merge.
Any of those break my Source UV. Any ideas how to prevent that LOD thingy to ruin my Source LOD?
That’s interesting! I’m not entirely sure what’s causing this. Full precision UVs correcting this unless it’s in another class is quite odd. Is there any non-uniform scaling on the spline mesh itself?
It turns out the same Built section which exist in Import stage, actually exist in properties of any Static Mesh in Unreal, lol. Feel a bit dumb rn, but now it’s FINALY over: