Perhaps this may be of interest to you--I was able to import Quack's model as well as the standard monkey, with UE4 importing normals and calculating tangents and no tangent space splits. See: All you have to do is import it as a skeletal mesh and everything works fine. Well, except for stationary and static lights and…
I think that UE4 only checks UV boundaries in the first UV set. Don't remember where I saw it, but it was somewhere in there. I'd have to do some serious testing to see whether this is actually a problem, and I have a pretty strong hunch that it's not. There are definitely still problems if you save the smoothing data, I…
So I've had a recent problem with importing an FBX static mesh (Shed) into UE4. I wanted to check within this thread to see if this error message was something that has been fixed within a patch. "Shed has degenerate tangent bases which will result in incorrect shading. Consider enabling Recompute Tangents in the mesh's…
My initial tests are encouraging. I find that importing a pretty typical 44-triangle custom normals cube made in Maya with its tangent basis gets a vertex count of 46 with its tangents imported from Maya. With the old UE4 tangent space calculation method, it gets a vertex count of 62 from tangent splits. With the new…
Cheers dude :) Jed: I've not seen issues directly related to sharp angles. Quote of my reply on the UE4 Answers; I'm not sure. I've tried some tests based on that and I can't seem to get 90 degree angles to do anything strange. I get tons of tangent splits where I have UV splits, though. Give this mesh a look over, should…
Yes, you can do Maya-style hard/soft edges in Blender pretty easily (more easily than vanilla Modo at least), and they export to UE4. Unfortunately, you can't just import your .fbx and export it; you have to set up the smoothing in Blender instead. Let's say I've modeled a beveled box in Modo and I want to take it through…
I figured out why the monkey mesh from Blender had so many tangent space splits. It's because exporting the mesh with smoothing 'off' to export the tangent space led to all the smoothing group flags being set to zero, which means that the following condition in ComputeTangents can never be met: if ((NextFaceIndex !=…