I like to use a multisub material in max and have the first mat black and second is white and use the texture baking on diffuse to create the roughness map as a tga file. When I try and use it in UE4 it doesnt work the way I expect, it actually feels like it just ignores it. I created a constant vector 3 node in UE4 and…
Roughness is a single float, you don't need a vector3 If you baked it as a diffuse you should probably leave the sRGB ticked as that's how it'll have been stored from the bake. We can't diagnose the problem without a picture.
I guess I'm a fool. In unreal, I switched the view mode to reflections. I thought this was representing the roughness map. I didn't realize that the view mode is there to show you the reflection quality of your reflection spheres. In the Roughness view mode it looks correct. So disregard this thread I guess.