Shading Breaks w/Morph Targets
I'm having a problem in which the basis shape key for my normal edited meshes looks exactly how I would expect, but when I change the face shape in UE4, I get unwanted shading artifacts (as can be seen around the eyes below).
I'm hoping some form of normal manipulation as seen here can resolve this issue. I don't have this problem in Blender or Unity, so I'm convinced this is an issue with UE4, but games like DBFZ and Guilty Gears Xrd have clearly worked around it.
My Material currently uses a Vertex World Normal node to calculate where lighting bands should fall. I'm happy to share my material implementation if someone needs to have a look. However, this even happens with the UE4 default material (as seen above), so I don't think it is related to my material. Though, perhaps it could be fixed by using some node in a material graph.
Something I've looked at related to this issue: https://answers.unrealengine.com/questions/539768/help-with-smoothing-and-fbx-import-issues.html?sort=oldest
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