Wacky material issue.

Looks like you have a couple of issues other than the material.

First, does the mesh have a non-overlapping UV layout for baking lights?
Second, if you did that, make sure the right UV channel is chosen in the static mesh editor.
Third, was your normal map set to 8bit before import and is set to Normal Map compression inside the editor?

Have a weird material / lighting issue I’ve never run into before (granted, been only using UE4 for a few days now). As you can see, it looks fine in Max 2013. But when I imported and applied the material in UE4. . . i get that. This screenshot was taken after blowing out all the lighting too.
I’ve unwrapped it twice now, thinking it was a lightmapping problem but nothing.

I’;ve gone over the material again a few times as well but I can’t find anything wrong either (set the base tint alpha to 100 in the master material too).

I’ve tried different light build settings too.

Any ideas?

The normal maps check out. I’ve chekced and double checked the unwrap for overlaps. And it is in UV Channel 1 as opposed to 0.

Hmm, can you post a screenshot of your material?

I htink I mightve figured it out. I had my Texture_Coordinate Node multiplied with a scalar parameter but I linked the TC node by itself with the texture samples instead of the result. Whoops. Now I’ve just gotta figure out why my Detail Base color parameter is still showing when its turned off in the MI…

Thank you for taking time to help me!