Blender: impoting UV maps to UE4

If anybody here uses “Blender” to prepare static meshes etc. for UE4 i could do with some pointers on exporting my UV maps.

In blender i have a shape, i unwrapped it and painted in cs6… then back to blender using the nodes ive applied my texture and normal map and baked an ambient occlusion map packing its png in the UV editor window (adding AO in nodes dosn’t seam to work as well for me).
material shows fine but when i export the object to UE4 it comes along with a blank white material…

how can i
a - get the uv map i applied in blender to show up on import ?

b - apply a uv map on the correct coordinates to an object using blueprints in UE4 ?

probably more of a blender question but people here tend to know there shiz =)

Thanks

As far as I know Blender isnt able to pack all the textures into the .fbx file. That requires that you import your textures separate into UE 4 and then create a material with the textures hooked up to the material channels. The UV-Coordinates are automatically exported so no need to tweak anything about that means that if you apply the material to your mesh the textures will appear as they did in blender. If you want to dynamically apply materials (thats what I assume you meant with b) ) you have to create dynmaic material instances in the Actor BP.

Best Regards

thanks for getting back to me :slight_smile: i’ve just breathed a huge sigh of relief to hear the coordinates are automatic. Been putting off even addressing this most of the day through fear of having to cut and glue everything… phew XD