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Asset/mesh multiple geo

Hey all.

I have an object that is modelled into many parts, not connected nor merged other than Mayas Combine for some. I wanted to keep some separate yet grouped under the mesh_world group to move all in unison. I also did it for easier handling of textures/materials for later.

The idea is to have areas of the model with variable material swapping upon request by user via blueprint created material variables.

What would be the best way to handle this? Should merge them all/combine in Maya or Blender?

If you want to export multiple objects in one FBX file that you want to end up as separate objects in UE4 then you need to make sure that everything that needs to be as one object is combined in Maya first and then when you import to UE4 uncheck the Combine Meshes option.