Wrong UV imported

Hello,

I got a problem with importing UVs from an FBX. In 3ds Max where i’ve made the mesh, the UV looks right and in other software it looks the same, but when I import it to UE it looks completely different. It’s not messed up, the islands are as they should be, but they are arranged in a different way and it’s not as simple as a rotation or mirroring. Can anybody help me with this or has experienced something similar?

Thanks in advance!

ok i checked this and i have the right channel set. here’s an image of the difference…upper one is from max and lower one is from ue.

You have to make sure your Texture UV Channel is Channel 0.
If you are importing Lightmaps aswell, the UV Channel for Lightmaps need to be != 0 (preferably 1)

Solved:
Had to export my mesh (static) as obj, then import it again to max, do the skinning and export as fbx. That worked for me :slight_smile: