CC4 does unwanted normal spliting and UVs can't be updated from Go-B with humanoid/AccuRig

So, I wanted to correct meshes normals with Go-B as I’m not sure why but shading started to get weird in CC4.

When on Go-B and setting flat shading this is what I get.
image

When I clean cutom normal split it get back to normal :

But when pressing “Mesh” or “Material” in CC link, normals are not corrected, and UVs are not sent either in CC4. I can move vertices around and they can get updated.

Is there a way to pass back UVs and Normals ? Thanks.

Just want to check — which version of the Blender Pipeline are you using? And does the same issue happen with CC standard characters like Camila or Kevin?

I’m using version 2.3 with Camila and can’t seem to reproduce the problem, so I’m not able to give you a clear answer for now…

For now, I’ve exported from CC to Blender, then I can do whatever is needed in blender and export for Substance and Unity Directly from Blender.

But It was not enough and the AccuRig character had other issues, like duplicate added root bones breaking my game pipeline.

I reverted by using “Better FBX Importer” on the former CC3+ character version I had and did my updates in blender directly. Next time I’ll avoid accurig and do the fit CC3+ body + cloth workflow, it has too many limitation atm.

I’m using 2.3 with Blender 4.2 yes