In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being imported in a fragmented state.
I have attached detailed reproduction steps separately.
Are there any git commit fixes or reported cases regarding this issue?
Would you be able to provide the repro steps here? I can’t seem to find them even though you mentioned it would be attached separately. All I see attached is an fbx file SM_Teapot.
I was able to recreate what you were seeing, after disabling nanite in Unreal on the static mesh.
From my understanding, this may be a limitation rather than a bug due to unreal converting and processing the file to suit unreal’s structure during import which may fracture it.
Then on export, having Export Source Mesh disabled utilizes the rendered mesh, which has been merged, welded and optimized.
That being said, it is my conjecture / interpretation and to get clarity on this I went ahead and passed on a question to Epic to see if this is a bug or limitation.
If it is a bug, I’ll go ahead and make a bug report and link it here in this discussion.
Thank you for taking the time to listen to my question.
I understand the points you shared, and I appreciate your interest.
One thing I’d like to cautiously add is that I’m experiencing this issue regardless of whether Nanite is enabled, as long as bSourceMeshExport is checked.
The same problem occurs even when Nanite is activated.