What are these weird shading artifacts on my mesh?

I created and textured this in Blender and imported into UE 5.7. I flipped the Normal green channel which fixed some issues but there’s still this weird hashing on the flat faces opposite the light source. It’s there even with the default UE materials applied so I think it’s the mesh itself. Is this a UE issue or do I need to tweak the model somehow?

Hi @bcjhood , from what I’m seeing is that this could be a light map issue or smoothing group. Would it be possible for you to provide further information regarding your problem. I’ll be using that information to try and replicate it on my end so that I can ensure to give you accurate information on what steps to take to fix the issue.

  • When you put the asset in the level, while selecting the asset in the level (not the content browser) check the “Details” panel under “Transform” you will find a section that called “Modify”(it is under the “Scale” settings). Is your asset set to “Static” “Stationary” or “Movable”? Each of these options will cast different shadows, they range from Baked Lighting, Cached Dynamic Shadows and fully Dynamic shadows. Each version of the shadows has a tradeoff between visuals and performance.
  • Could you please provide an image showing the UVs for the Assets and the lightmaps in the Static Mesh Editor?
    To do so select the asset in your Content Browser → Double click it to open the Static Mesh Editor → in the preview window right on top of it you will see “Save”, “Browser”, “Reimport Mesh”, “Collision”, “UV”. Please click on “UV” (most likely you will see 2 UV channels that you can cycle thru)
  • While staying in the Static Mesh Editor go to the “Details” panel and in the search bar type “Light Map Resolution”, if you change them in ranges of 128, 256, 512, 1024 do you see any difference?
  • In blender could you please show me a wireframe or topology view of your asset, also if you can please provide if you are using any smoothing groups

Thanks so much for the help.

  • The asset is Moveable. I tried Static and Stationary and it didn’t seem to change anything.
  • I tried light map resolutions up to 1024 with no noticeable change
  • I used Auto Smoothing in Blender at I think 50deg. Not sure what you mean by smoothing groups. It’s made of two meshes, each one smoothed on its own
  • Only two lightmaps, Normal and AO. I had some trouble with these, particularly the Normal
  • This is the first project/level/modeling/texturing I’ve ever done so all constructive criticism is welcome