From customer:
"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."
Original with UV borders | After being exported from UE |
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[Image Removed] | [Image Removed] |
Repro steps:
1. Create a Teapot mesh in 3dsMax.
2. Import the Teapot mesh into Unreal Engine.
3. Export the asset with bExportSourceMesh enabled.
4. When import the Mesh into 3dsMax or Maya, can see that the UVs are all split. If do not enable this option, will see the same UVs generated by the DDC tool.
See attached FBX file
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-330931 in the post.
0 |
Component | UE - Editor - Content Pipeline - Import and Export |
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Affects Versions | 5.5 |
Target Fix | none |
Created | Sep 22, 2025 |
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Updated | Sep 29, 2025 |