Why is the UV-map being read incorrectly in Unreal Engine 4?

I have a project in Blender 3.3.4 that has an ALL-white cube. And there is also a UV-map to it (256x256 px):

I 'm exporting it to Unreal Engine 4.27.2 in the format .fbx with such texture settings in the engine itself:

  • Compression Settings = UserInterface2D(RGBA)
  • Texture Group = 2D Pixels (unfiltered)

And as a result, the cube is really completely white, but there is a red stripe on its edge, which should not be there:

Why is this happening and how to fix it? I’m clearly doing something wrong(

Blender project, ready to import .fbx, texture can be downloaded here:

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It’s probably because of this texture

image

and your UV map is slightly over the edge.

There’s no point in trying to get materials through in the FBX import, because they won’t make it to UE. You have to import the textures seperately, and make the material in the engine.

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