Off the top of my head, you may have some sort of automasking activated on the brush. Have you tried resetting your brushes to their defaults? And is it happening on all meshes or just the mesh where you first noticed it?
Look into Post process chain. There should be info on UDN and the default should be in FX Hit Effects package as Console something off the top of my head. You can change it to be loaded from a custom pacakge by changing the ini.
there is also one thing that I missed (in my case) - some materials do not have Height or Normal channels enabled by default, so changing the blending mode for them doesn't work. After I enabling these channels it worked.
Every nanomesh to share the same UV. Perhaps I am missing something but isn't it just a default behavior. You have a mesh with UV and texture on, then add it as nanomesh and voila , you don't need to do anything exta
joe gracey Actually I am using a combination of Soft and Hard edges to get clean and crisp normal map... For baking purpose i use xNormal with default settings, nothing fancy. for presentation I use marmoset.
Looks like an isue with your curvature. I guess you don't have a high poly mesh, in this case, you may want to switch the curvature baker setting to per vertex rather than the default per pixel.
Make your own post process chain and assign it to your level in the world properties. That way you don't have to tweak the default UDK postproc. chain. Then you can edit AO and other stuff to your liking.
The landscape menu can get screwed up and not display properly if your Windows Fonts are displayed at Medium or Larger. To check, go to Control Panel -> Fonts -> Change Font Size and make sure it's set to "Smaller - 100% (default)"
Many users are using COLLADA import in OSG (http://forum.openscenegraph.org). The problem is usually not what OSG can load, but how the COLLADA was exported. Please use the openCOLLADA (www.opencollada.org) plug-in to Max, and not the buggy exported provided by default with Max.
You can convert but you might not get what you expect all the time. Quats don't wind up for instance by default so converting an Euler that does a full 360 will result in an object that doesn't rotate at all.