The only way to have the same DCC value for UVs in UE4 is to tick the build settings option "Use Full Precision UVs" in the staticmesh editor under the LOD 0 see the attach picture.
We reduce the precision to reduce the size of the runtime data. If a model has an issue with the compression, the user have to turn on the precision but the asset will then use more resources.
The UV layout of a Mesh is altered slightly when exported from the engine. It becomes more noticeable on objects as their UV Islands shrink in size. Given a default full 0-1 unwrap it looks like this does not occur.
This was tested using Maya 2014 and Max 2013.
Reproduced in Binary 4.7 Preview 3
Reproduced in Promotable-CL-2408355
1. Open QA Game Editor
2. Import Attached Test_Box_UV.fbx
3. Export the newly Imported Mesh as another FBX (included as Test_Box_UV_fromUE4.fbx)
4. Open Maya or Max
5. Import Test_Box_UV.fbx and fbx from Step 3 (or Test_Box_UV_fromUE4.FBX)
6. Open UV Editor
RESULTS: UVs are slightly offset
EXPECTED: UVs should be identical
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-7776 in the post.
|Component||UE - Editor - Content Pipeline - Import and Export|
|Affects Versions||4.6.1, 4.10.2, 4.11, 4.12|
|Created||Jan 19, 2015|
|Resolved||Dec 6, 2016|
|Updated||Apr 27, 2018|