UV issues in MultiUserViewer_P demo

In the ArchViz VR/Multiuser demo project shipping with 4.21.1 there are a couple places the UV’s are a little crazy. Specifically the poles/supports, the surrounding area walls, but most noticably this wall. I don’t necessarily expect this to get fixed, but felt I should point it out anyway. As a programmer using this level to prototype features and materials it sucks when you show your boss your demo level and they go right to the wall with the messed up UVs and think your programming is broken :wink:

If this map becomes the equivalent of the first/third person starter levels but for ArchViz (I think it would be a good thing!) then maybe Epic will want to fix these up so no other programmers’ boss thinks its their programming fault - or worse a beginner thinks they did something wrong when its the UV’s fault. Lucky my boss is not so dumb - but I did have 2 testers file bug reports on me about this wall haha :wink:

Indeed, that is pretty crazy. That scene was built in Revit and imported using Datasmith, and unfortunately the texture UVs we get from the Revit SDK are not always… optimal.
Thanks for pointing it out, I’ll see if there’s anything we can do about it.

Its also worth noting the UV scale on everything is pretty extreme. The platform we are developing luckily allows easy universal and per item UV scaling - we had to set our global UV scale factor to 0.02 - a default BSP cube is scale factor 1 for us and usually random meshes are scale factor 4-20. Good to know about the UV’s from Revit.

Would like to add that I’m having this same issue as well. Importing STP models has been a breeze for the geometry, but not so much for the texture or UV scale. On the right side in the screenshot is the simplest possible cube geometry with it’s UV scaling. Am I doing something wrong or is this an issue?