I am importing an object from blender to Unreal using an FBX and the Import into level option. For some reason, polygons are missing. The areas where it seems to be occurring are the subdivided meshes.
When I import the model using the import button on the content drawer, the issue is no longer there. However another issue arises where the pivot points for all of the meshes are set the the same exact location. There is also no blueprint that is created with the whole object put together, which the import into level option does.
Does it give you import options which influence this behavior?
The smaller details seem to be affected much more than the large shapes, possibly it’s an optimization method during the import that removes them. Hard to tell, I’ve not seen this before. If it’s not the mesh being altered it could also be that the normals are recalculated and inversed in places. Is your mesh in blender the same “real world” scale as you place them in unreal? it’s not tiny?