Can any unreal wizards help me understand why I'm getting these hard edges on my haircards in ue6? The mesh itself is smooth etc. I've seen others with the same issue but haven't found a solution
Nov 12, 2025 21:13is nanite checked on the mesh? if so, check it off; sometimes it messes up the way the mesh looks in the viewport
It was! I turned it off in the mesh first which didn't change but then I turned it off in the project, restarted and it worked, then turned it back on in the project but off in the mesh and I'm all good now :D Thankyou so much!
This is reading as a lighting issue to me? Especially because where the hair is getting the specularity is visualizing the faceting on the hair asset. If you grab the light in Unreal and tweak the shadow bias/shadow slope bias it may help.
A quick test check would be to see if the hair mesh looks fine in the mesh viewer instead of editor viewport.
The first thing I'd recommend is opening up your model in Unreal, going to the Asset Details tab, and unchecking "Recompute Normals"
This is especially egregious on hair cards and with cel shading because those are the two things you need custom normals for most
No difference unfortunately :(
Now & then unreal just doesn’t play nice with my normals. After testing the model normals in other softwares I usually just delete the file from unreal and reimport completely fresh to fix it. Also checking the import normals settings in Unreal. I hope that helps, sorry if it doesn’t!
I think it could be something in the shader it doesn't like- when I put a basic flat material on it the normals look alright 🤔