Create map from vector in Blender and Import into Unreal

First of all… I am a Blender noob.
I come from Autodesk though, and I understand the concept of normals etc.

HOWEVER, exporting from Blender into Unreal through FBX is for me the biggest frustration known to mankind. HOW?! Geometry that breaks, faces that go missing, obscure error messages that doesnt give me any tip/clue as to what is wrong. I’m sorry, but I hate this!

What I’m trying to do is:

  • Take a vector shape of any country.
  • Clean up said vector shape in Illustrator. Get rid of extras that are not needed etc.
  • Import said vector (svg) into Blender 5 (tried latest now), and create the shapes in blender.
    • Convert said shapes to mesh. Merge vertices by distance, just in case that needed to be done as well. and reduce the detail a bit.
    • Extrude out to create 3D Shape, then apply triangulate modified to make sure all that is good.
    • Apply transformation and also recalculate normals just to be safe.
    • Export like every single tutorial says to do with all the right settings:
      • Include: Selected Objects, Object Type Mesh
      • Transform: Scalings: FBX All
      • Geometry: Face, Apply modifies, triangulate faces (allready done but ok)
      • Armature: Uncheck Add Leaf Bones
      • Animation: Unchecked

Now I know the import vector plugin for Blender is so so when it comes to creating insane geometry, but no matter what I do (and this also happens to other models where I use bevel edges or do any other form of geometry changes on) I get these gaps in the model in Unreal that just… Goes missing…

How? What? HELP!? This is driving me nuts! As I cant get a single simple model from Blender into Unreal without issue! How do people do this?