I’d guess it’s something to do with the normals. Would you mind uploading the mesh? I use blender, I might be able to check what’s wrong.
OK thanks, but “Unreal will just cull back-faces by default so you’ll need to flip them around the right way for them to show correctly in the engine.” i dont understand
sorry for my bad english
That’s okay, your English is quite good. I’m saying that the engine will normally only display one side of the polygon, the side that appears a lighter colour in Blender. So the sides that appear blue, will not display properly in the engine.
So in Blender, you’ll need to “flip” the normals, which is the direction the polygon is facing, so that the side you want to see isn’t that blue colour. That way it will appear the same when you import it into Unreal.
Yeeees it worked ,thank you so much! :DD
No problem mate, glad I could help
When I import my fbx from blender the mesh is partially destroyed in Unreal, specifically some of the faces are missing and it appears that most of the missing faces are triangles.
i triangulated my mesh but nothing happend.
(btw it is only a concept for the Ak 47)
ok here is the .blend file
i have joined all the mesh for the weapon
Here we go, it’s what I thought it was.
See where I’ve circled the face normals are facing the wrong direction, in Blender the backside of faces have a blue tint with no material assigned.
When you push “N” to bring up that properties pane, you can click on an option in mesh display to show your normal direction
Unreal will just cull back-faces by default so you’ll need to flip them around the right way for them to show correctly in the engine.
Hope this helps