is this still a thing? I seem to be getting the UV turns into a hard edge issue as well
I can see the issue go away when I set the display toggle in the alembic asset to show>advanced>CPU skinning
but I dont know how to enable that in-game on the specific mesh
They changed something in 4.19 which made it a bit better but it’s still noticable. Enabling show CPU skinning doesn’t fix it, it just overrides the feature
I believe to have found a solution: In your material turn off “Tangent space normal”, then use the “Derive Tangent Basis” function with your normal map and plug the “World Space Normal” output into your materials “Normal” input.
In my case I used a default Maya sphere and used a blank normal map in the Texture Sample.
Toggling the Recompute Tangent on the Skel mesh on and off doesn’t make a difference to me.
Would you have a hints to give me please?
I’m pretty desperate here.
Thanks
I just tested importing an alembic skeletal mesh (exported from blender in my case) and it looks like the actual normals are wrong, the alembic mesh has a hard edge at the UV seam. So this has nothing to do with the normal map or tangent space (You can turn tangent space normals off in the material and plug nothing into the normal input and you’ll still end up with a hard edge). The only workaround possible here would be to treat all your UV seams as hard edges in your DCC app and bake your normal maps with those hard edges (probably brakes when animated though and it should be fixed on engine side anyway).
Well that’s disappointing…
The other workaround would be to weld all border UVs on UVset0 and copy the real UV layout to UVset1, then make the textures point to UVset1 with a TexCoord node… but what a mess.
I wish someone from Epic could give us a hand here, or at least tell us they’re working on a fix.