Somebody knows how to fix the wrong normals when you rotate the mesh to keep them correct?

I know there is a fix, but cant find.
#UnrealEngine #UE5 #Gamedev #Indiedev

@DavitMasia

That is odd and I can say I've never seen that before. It has been a while since I've been in UE5 so forgive missed terminology, but your material is rendering the diffuse with the texCoords being tied to world space, right? (i.e. You move the the mesh around and the grid of tiles doesn't move.)

Are the UVs of your normal map also set to use the same output for locking them in world space? If they're still tied to the model's UVs (plugged right in to the main material node) without the texture sample's UV pin being connected to anything, could that cause the weird shadows when rotating the mesh?

(Although, I'd imagine to see the shadows of the normal map stick to the model and break free from the diffuse map alignment.)

A picture of the material graph might help.

@Icarus I was using a texture sample, with worldaligned texture fixes the problem, but now i lose the option to set correctly the texture size in meters and enable/disable some grid axis individually.

Will see if i can find some workaround for that.