Blender FBX mesh loses polygons when imported to UE5

When a polygon is missing on a 3D Mesh imported in Unreal Engine, and there is no issue with Nanite or automatic LOD generation, it might be a problem with faces normal orientation (faces are, in fact, inverted and point inwards instead of outwards). Here’s how to fix it:

  • In Blender, show the [ ] Face Orientation overlay from the Show Overlay menu in the Topbar. (Screenshot 1);
    Blue faces have a correct orientation while red faces are incorrect;
  • Switch to the Edit mode, and select each face in red;
  • From the Topbar, go to Mesh ➤ Normals ➤ Flip (shortcut Alt + N);
  • Make sure everything is blue, then export (shortcut F4).

Hope it helps!

Screenshot 1

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