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Normals for light correct but material normals incorrect?

I'm not sure if I'm missing something obvious

I created this tree in a program that can only export using .OBJ. Then using Blender re-exported as FBX.

alt text

After importing into UE4 i noticed the normals were facing the right way, like this. But the material faces the wrong way. So in Blender I tried inverting the normals.

Then after re-importing you can see the material is fixed but the normals now point inwards. alt text

This means that lights shine on the inside faces whilst the material is on the outside.

Anyone know how to invert material normals without affecting the lighting normals? or the other way round?(invert lighting normals without affecting the material normals)

Product Version: UE 4.15
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asked Jun 30 '17 at 10:38 PM in Using UE4

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GCasalis
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2 answers: sort voted first

What Export and Import settings did you use? You could try to re-calculate the Normals or Normals/Tangents in UE4. Otherwise, if you are importing them from Blender, it would be useful if we could see your Export Settings there. <3

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answered Jun 30 '17 at 10:54 PM

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Ninjin
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avatar image GCasalis Jul 01 '17 at 09:46 AM

Thank you for pointing me to look further into UE4 import settings! I have had a bit of a noob moment :P

avatar image Ninjin Jul 01 '17 at 10:52 AM

If you have no more questions, please don't forget to mark your question as resolved for tracking purpose. <3

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Sorry after further experimenting and using the compute normals on import into UE4, they now face outwards :)

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answered Jul 01 '17 at 09:45 AM

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GCasalis
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