![](https://uploads.gamedev.net/forums/monthly_2020_03/18fee79ffc8f42d6a590ef6ca7df0ece.Seams.png)
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?
![](https://uploads.gamedev.net/forums/monthly_2020_03/42a352b345ba4460a59704e57495f3fe.Editor.png)