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How To Stop UE4 From Changing the Vertex and Triangle Count When Importing?

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    How To Stop UE4 From Changing the Vertex and Triangle Count When Importing?

    Hello,

    I am having a huge issue where my imported model's triangle and vertex count changes when I bring it into UE4. I have two models both have the same vertex count and same triangle count in 3DS max. I NEED both models to retain the same vertex and triangle count. When I import both models in to Unreal, their triangle and vertex counts changes. In unity, I was able to fix this issue by changing the model's import settings. However in Unreal nothing I do seems to work.

    I need both of their vertex and triangle data to stay the same as referencing both of their data into an array, but if their is a difference then It won't work.

    below are the two models I have in Max.

    Click image for larger version

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    Click image for larger version

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    #2
    Unreal is very particular about how it arranges vertices and triangles. It will split vertices along all kinds of material attribute seams.
    You cannot use the default unreal import path if you can't deal with this.

    I'm assuming that you're blending between these to create a person-to-wolf morphing animation?
    If so, you could perhaps create a morph target that takes the first mesh to the second mesh. You can then animate this morph target between 0 and 1, and then swap out to the new mesh when the morph is done. If you try to skinned animate at the same time, that might not work as well, though.

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      #3
      Originally posted by jwatte View Post
      Unreal is very particular about how it arranges vertices and triangles. It will split vertices along all kinds of material attribute seams.
      You cannot use the default unreal import path if you can't deal with this.

      I'm assuming that you're blending between these to create a person-to-wolf morphing animation?
      If so, you could perhaps create a morph target that takes the first mesh to the second mesh. You can then animate this morph target between 0 and 1, and then swap out to the new mesh when the morph is done. If you try to skinned animate at the same time, that might not work as well, though.
      Thank you for the help. My approach really cannot rely on using Blendshapes. I was actually able to get this working very in Unity. If there was a way to figure out what causes UE4 to split the vertices that would help out immensely. One of the models was able to import properly so I am working on the other one now but its an hassle. At this point I need to make changes in my 3D application like 3ds Max so UE4 won't split the normals but its difficult finding out what is causing it.

      Here is a video of what I am trying to do in UE4 after doing it in Unity:

      https://streamable.com/ysp11w
      Last edited by Charles_Cox; 08-01-2020, 02:12 AM.

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        #4
        I'm not sure how/what you are doing because the way I'd approach it none of the verticis would matter. Mesh swaps are instant. Niagara can make the transitions from one mesh to another without any consideration for original/final vertex positions...

        Regardless. Are you triangulating your meshes Before importing to ue4?
        If not, do that. You should get the exact same mesh you see in the DCC in unreal if you do so.

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