I've attached the .hiplc file, and here's a snapshot of the broken mesh in UE4 4.26:
https://imgur.com/gallery/9GPdcwt [imgur.com]
I have tried similar workflow with VAT 2.1 and UE4 4.25 and there was less of a problem:
https://imgur.com/gallery/WgfGlkA [imgur.com]
Here's what I did in UE4 4.26: I followed the import instruction found in SideFX lab:
I. FBX Import Settings
First:
Turn every toggle off.
Then:
Vertex Color Import Option: Replace.
Transform Vertex to Absolute: On.
Normal Import Method: Import Normals and Tangents.
Import Uniform Scale: 1.0.
Convert Scene: On.
Override Full Name: On.
Material Import Method: Do Not Create Material.
Reorder Material to Fbx Order: On.
II. Texture Settings
1. In Content Browser, select multiple textures.
2. Rght-click on any selected textures and go to Scripted Actions.
3. Select either "SideFX VAT Set HDR Textures" or "SideFX VAT Set Non HDR Textures"
to match what is selected on VAT ROP > Settings > All Modes > Texture Format.
Then I created a new material, dragged in the MF_VAT_DynamicRemeshing function and connected it with the NewMaterial node as such:
https://imgur.com/gallery/S7ajWHr [imgur.com]
Then I created a material instance out of this material, dragged in the *_col, *_pos and the *_rot texture onto the corresponding slots:
https://imgur.com/gallery/Ln8gBkg [imgur.com]
And.. It gave me a broken mesh.
Can you guys point out what I'm doing wrong?
