Blender to UE4 Problem

Hi guys, checked everywhere on the site, but no one seems to be having the same issue as I am, and it’s really confusing to me what can be causing this.

So basically I did all my pre-production and planning out all the different parts and assets I was going to need to model for my modular workflow, and when I imported my first asset I got this error. At first I thought maybe it had been caused by one of the export buttons I must have misclicked or had forgotten to click, but after over an hour of trouble shooting, trying to import the model on my other machine (laptop), and tried different versions of blender, but I’m still getting the same results. I need to get a start on this modular pack so I can start prototyping as soon as I can, so if anyone is able to help me out or has any clue what might be causing this it would be greatly appreciated. Also I forgot to mention that whenever I would assign another material to the mesh (starter content materials) it would look absolutely ridiculous, for one of the materials (cobblestone) it made the mesh look like shiny metal with a reflectivity set to 120%, very strange. I’ve never had this problem before so if anyone can help, once again it would be greatly appreciated.

Below I have attached a screenshot of what the mesh looks like with the standard world material on it, and I’ll also include my .blend and fbx file if anyone would be kind enough to throw it in their version of blender/UE4 to test maybe it’s a problem strictly on my end. Thanks in advance!

ps, The problem persists with every other mesh as well, whether it be the starting cube, or some sort of fence
I just need to figure out whether or not I can continue making my assets because I have a lot of works ahead of me

I loaded the Blender file but couldn’t see any issues but for completeness sake I’d Triangulate Faces (Ctrl-F Ctrl-T) then recalculate outside normals. Other than that I can’t actually tell what your problem is, is it that you can see the triangles?

Hey rodstone, thanks for the reply. Yeah that’s my main concern, the fact that the triangles appear like that and then screw up the materials. I’ve never had this problem before and I’ve never had to triangulate faces and recalc the normals. I just did that and got the exact same result. UE4 seems to be triangulating the faces for some reason, but I don’t know what that reason may be. I’m on UE4 4.1.2 so I’m not sure if it’s an issue in the version of UE4 I’m currently running or aliens on another planet are having a laugh seeing how much this is stressing me out haha. Would be you kind enough to try to import it into your version of UE4 (if you have a higher version than me) and let me know if this changed anything please? If that’s the case, and it’s working fine in a more recent version, I’ll just update to the latest version.
Thanks in advance

UE4 will always triangulate faces when it imports, you can choose to control it yourself by doing it manually in Blender. It’s almost as if it’s not on a plane but IDK what the problem is. I’m heading out so might be able to import later to find out.

I opened the blend file but it doesnt seem to have a UV mapping? Have you tried going to Edit mode-> select all faces -> U -> Smart Unwrap

Then re-export to FBX and see if that helps?

That’s what I told him on UEAnswers. :smiley:

I opened the fbx in 4.6.1 and yeah same issue.

I recreated it. It was a simple shape. I made a block 2x0.1x2 and subdivided two sides into 10 and then selected every second face and did an individual face extrude by 0.1

https://mega.co.nz/#!LcBR1JgQ!s-wxj4nT8HbIJeRSe7D7gMT9SYJ98hCz-TMy98ihuUY

Give that a go. doesn’t have the same problem. I unwrapped it with smart unwrap but I don’t think that was the problem… Anyway, there you go :slight_smile: Also try out the Blender file, your UI settings messed me up for a while!

So I opened your version up again, unwrapped and imported and it was fine. I just did a smart unwrap, nothing fancy.

Just get in the habit of unwrapping everything before you export. Even if the smart wrap is an inefficient untidy unwrap it’s necessary. UE4 used to have a built in thing for doing it but I couldn’t find it, but the UE4 one wasn’t very good anyway