Hey everyone. So I split my UV map in blender into 4 different sections to texture paint an apple. The apple displays the texture correctly after I create a new material and add it to the static mesh in UE4. The problem is when I add a normal+bump map to the material editor. Instead of being a seamless fruit, it's now a botched experiment of pure frustration lol. So… why is this happening when the painted texture wraps around the apple correctly before adding the bump and the normal?
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UV map breaks when adding bump+normal map to material editor in UE4?
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