Hello,
every time I export something from blender to UE4 I got 6 times more vertices then base object vertices count in blender.
I don’t know if I’m doing something wrong or if it’s just broken.
Can somebody help me how to export it correclty? Even base cube with 6 vertices have 24 after export as fbx to UE4.
The importer will never create more vertices then in the original file. Is you vertex count always the original number times 4? If that is the case you need to check whether or not you have shared normals.
Inside Blender, or any other program, you will see 6 vertices for a cube, however, each side of the cube has its own normal. In order to draw the faces efficiently, internally the software will duplicate the vertices but each one will have its own normal that will match the side it belongs to.
Now, if you have smooth sides in your cube (yes, it will look weird), each vertex will have a single normal, which is shared amongst all faces it belongs too.
To test this, try to export a sphere. Make sure you have a smooth shading material applied to it, count the number of vertices in Blender and check the number of vertices in Unreal, they will match.
It is all a matter of vertices that share the same triangle but with different normals. Most of the times when you have a hard edge you will get duplicated vertices. BTW, this is how all real-time engines work.