When I try to apply a texture to an FBX object it just turns black

I am getting started with Unreal Engine 4 and I might run into problems.
As the Title says the whole FBX object turns black.

Before applying texture and after:

I was searching for the fix of this problem and I found people having this issue but none of the answers worked.
I cannot change the Light Map Coordinate Index to 1 for some reason.

I hope i will get asnwers soon.

-Michael

Best regards.

Hey is the UV map missing maybe?

Nope, it’s not. I have it right here:

You have to create a Material first as textures cannot be directly applied to objects…
Right Click your texture > Create Material > Drag&Drop it into the object. You can then double-click the material to bring up the Material Editor and play with it in there.

When I dropped the texture on an object it created the material automatically. I created a new FBX mesh and I dropped the material on it, it turned black too.

Maybe it’s something wrong with the meshes?
I deleted the material and created it your way duderseb, still goes same.

The problem is likely that the UV map is messed up so the texture can’t be projected onto the mesh. Since baked lighting uses the UV map as a light map, it. Is black.

Go into the static mesh editor turn on the UV map and see if aligns with your texture

Sorry everyone, it’s my fault i didn’t actually had an UV mapping, my last comment i thought the texture was an UV mapping. I checked back at blender what’s going on and the mesh had no UV mappings. The texture is now on the object but there’s another problem. The texture like scales or something it’s not working how it should’ve been.

Anybody knows what’s going on???
I deleted the material and created a new one, it still didn’t help.

are you sure the UV maps aren’t Flipped or the polys itself is facing outwards and not flipped

Yes, the first step would be to apply the UV map or redo the UV map. The engine does not know which part of the texture goes where and at what scale, that is what UV maps have been invented for.

Of course it is complicated to recreate a UV map from a texture, you see normally it is the other way round: You paint the texture based on the UV map that you create first.

Where is the model from? Did you make it yourself or did you acquire it from somebody? If you got it from somebody, they must provide the UV map, it may be that it got lost on the way…

Solving the scaling issue is not a big deal. You just need to tell the material editor how to “tile” the texture.
Open up the material that the engine is created for you. Therein you will find the texture as an input to the base color, Pull from UVs and select TexCoord node. In the details tab tweak the U and V tiling values :slight_smile: See the pic that i attached for you

But if the uv map is not proper you may be able to scale it down but will still not align!

And don’t lose patience :slight_smile: It takes a while to learn how these things work. Watch a tutorial about UVs because it is very important!

If I was able to help please do not forget to accept my answer so I get some karma! :slight_smile:

Your answer really helped me out, the problem about texture was that the UV mapping of the object and the texture weren’t the same. Thank you so much for helping me and I thank everyone else who were trying to help me.Again thank you so much BreakMaker and everyone else.