Hi, I’m using Megascan assets In blender because i find it easier to Greybox, then create the full map to have full control over the environment, However, When i export my megascan assets(or anything) from blender to unreal, i find the exported asset way worse than the original.
For example : Left is UE5 original / Right is the one imported to ue5 from blender
The material off a blender export is nowhere the same as that imported from a mega-scan.
Now that can be either better - in the sense that megascan materials are sh*t anyway - or worse - because you have to know what you are doing to fix it.
But in all occurrences, if you do not import materials from blender, and make your own in engine, you’d never have any issue…
Make your own material. Add the textures. Assing the material to the item.
You should see near identical results to the megascan import.
From then on, I suggest you rename materials to a pattern in blender (i_materialname for instnce), then make an engine master material.
Create a new instance named whatever you added in blender, assign the proper textures to it, then import the item with the option to look for existing materials.
Make a master material, let the fbx import import the textures for you. Set the material instance up with the custom textures (replace them on the instance).
Maybe a python script to copy over the master material, name it, and populate thw textures at import would help though.
It would definitely be worth exploring if you are dealing with upwarda of 100 materials each with 3 texture maps…
yeah it’s weird, i had to flip green channel because Blender uses OpenGL Format, while UE5 prefers DirectX, I thought this process would be done automatically but no, just wanted to point that out