Blender export to UE5 is weird

I created a 3d object in blender but when I insert it into my project it looks like this


this is what it looks like in Blender

these are my export settings

I hope someone can help me

Hello there @NotPasi_TV

Unreal and Blender tend to have a rocky relation, specially with import/export processes. From your screenshot, that look’s like a normal conflict, or even inversion. Please try the following:

  1. In Blender, ensure that all transforms have been applied before export, make sure your mesh is clean, and all normals are corrected, and facing in the right direction (you can also apply Triangulate to all faces)

  2. Then, for Blender export settings:

  • Under Transform, set Apply Scalings to “FBX All”
  • Under Geometry, enable Apply Modifiers
  • For Smoothing, test with “Face” (if the issue remains, try “Edge”)
  1. Next, for UE import settings:
  • For Normal Import Method, switch from Import Normals to Compute Normals (or Compute Weighted Normals, test both)
  • Ensure Recompute Tangents and Use MikkTSpace are enabled
  1. Finally, post import, open your mesh in the content browser, and in the Details panel, enable Recompute Normals, Recompute Tangents, and Use MikkTSpace, then hit apply and save.

For an alternative pipeline, this guide provides a good approach, please check it out:

nothing changes other models work the circle as start mesh doesn’t work and the noise texture is not exported for all models I’ve already tried it via bake but that doesn’t work either I don’t know what to do

Your normals are flipped in Blender.

Try reimporting the model after flipping it’s normals and exporting it.

I solved it Thank you I am quite new to blender and did not know what normals meant but now I know

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