Okay so I am not sure what infos to give here as I barely understand the problem myself now after days of trying around stuff.
What happened: I am making models for a game in unreal engine right now, made then in blender, textured them using simple shader nodes, then UV-unwrapped more or less clean, baked the textures, mostly diffuse, roughness and normal, exported this into unreal engine, no problems whatsoever. I did all that in 3.3, then updated to 3.4, and now something is off.
This here now is in 3.4. As you can see, for this normal chair, I used a fairly simple shader for the texture. I unwrapped it, and then baked the normal texture, and the result is visible on the left. Normally, this would have been it, texture done, export to UE5 and next one. But now in this blender version, when I plug in the normal texture, this happens
I experimented a bit, and although it seems lie the UVs are perfectly ontop of the baked texture areas, it seems like the texture is projected onto the model in some streched or displaced way. I have no other idea on how to word this out, I also never ran into this problem and so far 5 different people I asked had no clue. Might be some setting I changed some time ago in 3.3, but if thats the case then I surely dont know where. Any idea what might cause this?