Blender to Unreal shading problems

Hello!

I am having issues with importing a model from Blender, I’ve made sure the topology is ok, the normals are no flipped, I’ve tried every combination of shading trick on Blender before generating the fbx (shade flat, smooth, auto smooth, set normals from faces, weighed normals), there’s no duplicated or loose geometry, but I’m getting consistently the same pattern of weird shading no matter what i do. I’ve tried remaking the model from scratch two times and the issue persists.

Can someone help me?

Edit: Disabling Nanite seemed to solve the problem, I don’t know why, but I wish I could use it for performance

Edit 2: In case anyone else is having this issue. It’s related to Nanite and Ray Tracing, either disable Nanite or type r.RayTracing.Nanite.Mode 1 on the console. That’s what worked for me



How material looks in unreal? I mean nodes inside material.

They’re pretty basic, only basic colors from blender import, the only thing I did was to enable two-sided. I tried swapping with the grey prototype grid as well and it didn’t change anything in terms of shading. Although putting a single layer water material on top masked the issues inside the pool, idk why.

Can you try to connect just diffuse from 4 float/color vector node.
Trying to guess what causes those splotches. Are you sure that there are no two intersecting pool meshes in same place?

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I’m going to try to do that to see what happens, but I found a solution and it was related to Nanite and Ray Tracing, apparently I had to type r.RayTracing.Nanite.Mode 1 on the console, it worked like magic. Either that or disable Nanite, but I managed to keep it on with this line of code. How it works is beyond me lol