Multiple UV channels disapearing
So, I was thinking Ill do a channel for decals in channel 1 and total occlusion and tiles in channel 2, I also made a copy of channel 2 to illustrate some oddetys I encounter. I know I dont whant to generate lightmap UVs so I untick that in the import. But when it is imported only one of my channels seem to have bin read. channel 2 or 3, but is now moved to channel 1 or unreals channel 0.
My questions are as follows:
why do my channel jump?
why cant two identical channels get imported?
why cant I import my channel 1? nothings is outside th bounderys of the UV box.
why is there is no error message saying "yo, im taking away two of your channels and here is why"
I have tryed to reimport the FBX file back into max and it do contain all the channels so there seems to be a problem at the import. so, there is probebly some tickbox I have forgotten, but I cant find anyone who hav had a similar problem :/ if you know of anyone pease link :)
asked Sep 23 '15 at 12:49 PM in Using UE4
I'm not sure what's going on with this, and it's something that I've not been able to reproduce on my end.
To answer this question specifically, you don't really need the extra UV channel if it's going to be the same. Just use a Material ID (Multi-Sub-Object Material in Max) so that you can have multiple textures assigned to the same UV without overlapping on a single material element.
If you're able to can you reproduce this with a simple asset like a Box or Cylinder shape and list your exact repro steps to get the issue.
If you're able to get the issue with the simple asset please upload that here in a .zip file and I'll have a look.
answered Sep 23 '15 at 03:23 PM
Tim Hobson ♦♦ STAFF
Thanks Tim! I am actually on 4.11, which is why I was so confused that I couldn't import multiple UV channels.
answered Jul 08 '16 at 03:15 PM
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