Hey guys,
I’ve imported a 3D model from Vectorworks into Unreal with a FBX import. Depending on what angle I am looking at the model, there is geometry that disappears. A static mesh that is there in one angle wont be there in the next angle. I have messed with editing normals and the bounds scale but have had no luck. Any help or insight would be appreciated.
Thanks!
Hello there @madelinehdixon!
That’s a strange issue, Vectorworks does not tend to cause this sort of conflict. Considering you have already checked for normals and bounds, that leaves a few options to consider:
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Check for possible mesh splitting after export, via opening your model in a 3D tool (like Blender), review the geo for anything peculiar, and weld/merge any extra vertices, then re-export
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In UE, test by disabling occlusion temporarily, using command “r.AllowOcclusionQueries 0”. If the issue stops, then the issue is from the bounds, and they need to be checked again.
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Also, please make sure that the model does not have any active LODs, since camera movement and distance will trigger a geo reduction, and depending on the mesh, it could cause the errors you are seeing.