Hi there,
I tried to import this FBX file: 2009 nissan fairladyz 3d ma (highly-detailed, approx. 3 M vertices)
I checked the option to automically unwrap UV lightmaps. [Documentation][1] says
If enabled, the importer will generate a set of unique, non-overlapping, UVs for use with static lighting.
After 10 minutes of waiting (Haswell, 3.6 GHz) I got a first message:
370 has degenerate tangent bases which will result in incorrect shading. (er, ok…?)
A few minutes later, I could place the object into the scene (seems that all materials are broken):
Next I tried to rebuild lighting which results in this:
(Error coloring is active)
Currently, the UV map of the mesh looks like this:
I am no expert, but that looks kind of broken to me…
I tried the last hours to fix this, but I am not very experienced in 3D modeling. There seems to be an option to “generate unique UV” in older engine versions but it’s not available any more (didn’t that happen on import anyway?)
Is there any easy way to get the lighting working? And do I really have to fully recreate all materials in UE4? What is the best way to import FBX models to UE4 and avoiding such problems?
I tried other models from different authors as well, but I got the same problem with all of them.
Engine Version: 4.7.2
Many thanks.