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I'm trying to find out, is there any limitations for UV's export from Blender? My situation: I have skeletal mesh in Blender with 6 UVs, which I'm trying to export into Unreal Engine 5.3. I've tried different ways (using usual export, send to unreal addon, better fbx exporting addon) with the same result - I'm getting skeletal mesh with only 4 UV channels. I thought, problem could be in engine, but I can add new uv channel manually inside UE5. And when I'm trying to export static mesh I'm getting as much UVs as I want.

So, I think the problem could be in fbx format or exporter's code. Can somebody, at least, confirm or refute this sentence? I just don't know where to search any information about it. I've tried to google it, but the only thing I found is this forum's message. That's why I thought the problem could be in fbx.

Edit: @scurest assumed the problem could be in Unreal's FBX importer, so I decided to create a simple cube with one bone and 7 UV maps enter image description here cube.fbx. Can somebody try to import it to maya or another software to see if there are all UV maps or something missing?

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    $\begingroup$ Blender itself only allows 8 UVMaps. Exporting and reimporting roundtrips all 8, so I assume it's a limitation inside Unreal. $\endgroup$
    – scurest
    Mar 20 at 20:59
  • $\begingroup$ @scurest I doubt it, because I can use 8 UVMaps with static meshes in Unreal and I can add 5, 6, 7... UV layouts for skeletal mesh inside Unreal's UV editor. $\endgroup$ Mar 21 at 5:43
  • $\begingroup$ Perhaps it's a limitation of Unreal's FBX importer then, but obviously the UVs exist in the FBX file, or Blender wouldn't be able to import them. $\endgroup$
    – scurest
    Mar 21 at 10:57
  • $\begingroup$ @scurest maybe, you're right, so I edited question. Maybe, somebody can check attached file with another software. $\endgroup$ Mar 21 at 11:48

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Well, @scurest was almost right, I suppose. I'm not sure if it's correct, but everything I've found is Unreal Engine 5 supports 8 UV layers, but 4 layers reserved for customized UV. And I don't know how to ignore or disable it through import.

There is only one thing I can't understand. I still can create additional layers through built-in UV editor: enter image description here

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