Not sure what to do to solve this. The mesh doesn’t have any duplicate verts/edges/etc in blender. It is flat shaded. I used a smooth shaded mesh to test if that was the issue and I still get this problem. Thanks for your help in advance.
Each face is most likely a different face/triangle that does not share vertices due to vertex Normals.
You could try deleting the normals and see if that works.
There is an option for about Normals in the import window.
I don’t know if there is a way to (easily) merge the vertices, They will have issues with UV coords too.
The only way to get non duplicated vertices (for certain) at corners (that I know off) would be to just have a position component for the vertices.
Do you have simpler geometry/mesh you could test with?
Perhaps you could have different meshes with more detail till you find what is causing the seams.
Does the seams only show up from certain angles/edges?
You could also use one of the GPU profiling tools that I have linked in my signature to (help) diagnose what is going on.
Sweet baby jesus I have come across a solution. I did some more reading into the documentation and I found this little nugget here:
What I did was pump in the high amplitude wind into the WPO instead of the texture vector and it seems to have closed the seams shut. I still have a little tweaking to do math wise, but I am fairly certain this was the problem. The high amplitude wind for my red vertex color was throwing off the WPO math just a hair causing the issue. I ran through trouble shooting with different normal import settings and none of them worked. Thank you for popping in anyway. Got me looking into the math/profiling/deeper troubleshooting side of things.