You have to give some time for people to reply.
Also there’s a possibility to edit your post, since most forums don’t like users to double or multi post.
As for your issues:
While it’s easy to create a house with the house builder tool, it’s not designed with export to game engines in mind.
This means you’ll have to edit some things manually to get it working right.
First of all (after you finished construction) you’ll need to make it editable, since the HouseBuilder is a phyton Generator Object that is based on splines etc.
Then i’d optimize the mesh and take out unneccessary stuff.
Instead of telling you how i did it, i just post a zip with the .c4d (R17) and .fbx file.
That way you can see how to set up the model for fbx export to UE4, too.
I’ve also built a collision mesh in C4D instead of auto generating one in UE4.
Pay attention to the naming convention:
meshname
- UCX_meshname_01
- UCX_meshname_02
- UCX_meshname_03
…
Also first Tags should be materials otherwise UE4 won’t get the material selections right.
2 UV Tags, each with a different name, are also a good idea.
First one for the Texture/Material and the 2nd one for lightmaps.
Phong tag for the Collision model parts should be set to 180°.
Phong tag on the visible mesh, to whatever is suitable. (In this case everything under 90° will be fine)
Maybe you want to bake the phong tag of the mesh to a Vertex Nomal Tag for better compatibility, i recomend the Vertex Normal Tool Plugin.
In UE4 you might have to increase the scale of the Model, 4x worked just fine for me.
Also don’t forget to increase the size of the lightmap.
Since you have the whole house in one model 64x64 pixel are way to small.
Tested it with 1024, looked very good.
If you have any further questions or run into any problems, feel free to ask.
But be a little patient, i’m not online 24/7.